Sources
CR
Type
Size
Alignment
Movement

Skull Lasher of Myrkul

Medium Humanoid (human), Neutral Evil

Armor Class 12
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
15
+2
INT
16
+3
WIS
13
+1
CHA
10
+0
Saving Throws WIS +3
Skills Arcana +5, Religion +5
Senses passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 1 (200 XP)

Spellcasting

Spellcasting. 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

1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield

2nd level (2 slots): darkness, misty step

Actions

Multiattack. The skull lasher makes two attacks with its flail.

Iron Skull 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.

Ray of Sickness (1st-Level Spell; Requires a Spell Slot). 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.

Lore

Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.