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Skull Lasher of Myrkul
- STR
- 10 (+0)
- DEX
- 14 (+2)
- CON
- 15 (+2)
- INT
- 16 (+3)
- WIS
- 13 (+1)
- CHA
- 10 (+0)
The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
Level 1 (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield
Level 2 (2 slots): darkness, misty step
Actions
The skull lasher makes two attacks with its flail.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.
Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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Source: Baldur's Gate: Descent Into Avernus, p. 234 - Licenses and attribution