Summoned Skull (5e Creature)

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Summoned Skull[edit]

Large fiend, lawful evil


Armor Class 18 (natural armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 22 (+6) 20 (+5) 14 (+2) 20 (+5)

Saving Throws Str +10, Con +9
Proficiency Bonus +3
Damage Resistances fire, lightning, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Senses passive Perception 12
Languages Common, Infernal
Challenge 6 (2,300 XP)


Archfiend's Manifestation. The summoned skull deals an additional 4 (1d8) lightning damage with its attacks (already included in the attacks).

ACTIONS

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 4 (1d8) lightning damage.

Demon Lightning Strike. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) lightning damage plus 4 (1d8) necrotic damage.

REACTIONS

Parry. The summoned skull adds 3 to its AC against one melee attack that would hit it. To do so, the summoned skull must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The summoned skull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The summoned skull regains spent legendary actions at the start of its turn.

Archfiend's Awakening. The summoned skull gains resistance to one damage type of choice until the end of its next turn.
Archfiend's Ascent (Costs 2 Actions). The summoned skull regains 17 hit points.
Archfiend's Call (Costs 3 Actions). The summoned skull gains immunity to spells of sixth level or lower until the start of its next turn.

A fiend with dark powers for confusing the enemy. Among the fiend-type monsters, this monster boasts considerable force.

5.00
(one vote)

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