Armor Class
12
Skull Lasher of Myrkul
Medium Humanoid · Neutral Evil
Hit Points
32 (5d8 + 10)
Speed
Walk 30 ft.
CR
1
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. 4 () Bludgeoning damage plus 7 () 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. 9 () Poison damage, and the target must succeed on a DC 13 Constitution saving throw or be 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 for each slot level above 1st.