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Skull Lord

The skull lords have claimed vast regions of the plane of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance, able to be summoned to the prime world by evil beings. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, making the folly their own suspicion among themselves, as one of the three personalities can be in control at one time.
In combat, a skull lord often uses its undead warriors to attack while it casts sorcery; however, if attacking directly, the creature uses a bone staff, which is also infused to inflict an extra point of necrotic damage. Plus, the feratu sheds cold constantly; if in combat, those near suffer 1 point of cold damage if beginning their turn in adjacent hexes. Further, the forging from three souls offers a unique protection. When a skull lord is reduced to 0 or lower body points, one of its skulls is withers and the creature temporarily loses the related personality. If the creature has any skulls remaining it instantly heals to 36 body points. Only after all three skulls are destroyed is the Skull Lord is destroyed as well.
The right skull can invoke a withering flame, launching a purple bolt of necrotic energy at a single target within 60 feet. The target creature must make a Resilience preservation save (DC:18), taking 3d4 points of necrotic damage on failure or half on a successful one. The left skull can release bone spurs which fire at up to 3 separate targets as a ranged attack, each being a separate d20 piercing attack, even if fired at the same target. The center skull can raise a destroyed skeleton or zombie back to full health OR heal (or remove the effects of turn undead) on 2 feratu.
These undead are always at advantage for save against magic; if damaged, a skull lord suffers either half or none based on the save. Lastly, all undead acting as allies or under the command of the Skull lord who are within 30 feet will make saves with advantage; further, undead regenerate 1 body point whenever starting its within the same range. A skull lord is immune to turning, plus it can enter holy ground by making a Faith preservation save against DC:20. Finally, when casting crown of the grave the limit of commanded undead is twenty eight (or four times its Faith score); however, a method often used is to create a few and release them to create chaos with little intention to keep them as guardians. However, at least a dozen will always be at the ready to protect their lord and master.
Notes: Special Skull Attacks
Immune to Turning
Heals Undead
Saves at Advantage
Body: 64 ( STR:15, AGIL:12, RESIL:16 )
Mind: 30 ( LOGIC:7, PERC:8, JUDG:5 )
Spirit: 25 ( WILL:6, FAITH:7, MUSE:4 )
Movement: 60 feet
Size Category: Medium 
Armor Class: 23
Need silver to hit
Attack: Bone Staff
Number of d20s: 3
To-Hit Modifier: +15
Damage Type: blunt
Damage: 7 to 9 pts
Special Abilities
Axiom: Fire Dart
Axiom: Move In Haste
Axiom: Mirror Image
Axiom: Slow
Axiom: Counterspell
Axiom: Fear
Axiom: Fireblast
Axiom: Dimension Door
Axiom: Eyebite
Divine: Bane
Divine: Negative Treatment
Divine: Crown of the Grave
Divine: Noxious Fumes