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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8685478" data-attributes="member: 53176"><p><h3>Skull Lord (MtoF)</h3><p></p><p>Skull Lords are a creature that has many disparate threads to pull on. They are undead Sorcerers, with three heads that constantly plot against each other. But also they are from the Shadowfell, where they constantly wage war for territory against other Skull Lords. And also they were fused together from the officers of Vecna's army, right around the time Kas dismembered him.</p><p></p><p>It might even be arguably too much to pull on. I was simultaneously overwhelmed and underwhelmed when I read their description, thought that might be due to the fact that those lore bombs are metered out in the span of two paragraphs, while creatures like the Sea Spawn get an entire half-page to pad out.</p><p></p><p>In combat, Skull Lords are also quite disparate. They are Sorcerers, with full plate, and Evasion, that summon undead. Yeah, that’s a bit wonky. At any rate, they have a Multiattack, with deadly laser beams or staff strikes, that cannot swap out an attack to cast a spell. Which is a significant downgrade when compared to their contemporaries in this book. They are also Legendary Monsters who do not have the ability to cast spells as a Legendary Action, instead they can summon up to 5 zombies or skeletons to help in combat, which are buffed by the Skull Lord’s Master of the Grave Aura. If you are thinking this creature doesn’t sound anything like a Sorcerer at this point, I am with you. Their spell selection is also quite lacking, with a total of 6 spells, two of which are non-combat cantrips. At the very least, they can use their <em>Stinking Cloud</em> as a form of concealment for their undead allies, and get a bit of higher burst damage from <em>Cone of Cold</em>.</p><p></p><p>In the changeover, the Skull Lord lost quite a few spells, and the ability to use their cantrip selection as a legendary action (which went a long way to making them feel like Sorcerers). In return, they got a generic Death Ray attack, which they can use as a legendary action instead. They also gained a bit more damage from their Bone Staff attacks, and a few extra HP.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8685478, member: 53176"] [HEADING=2]Skull Lord (MtoF)[/HEADING] Skull Lords are a creature that has many disparate threads to pull on. They are undead Sorcerers, with three heads that constantly plot against each other. But also they are from the Shadowfell, where they constantly wage war for territory against other Skull Lords. And also they were fused together from the officers of Vecna's army, right around the time Kas dismembered him. It might even be arguably too much to pull on. I was simultaneously overwhelmed and underwhelmed when I read their description, thought that might be due to the fact that those lore bombs are metered out in the span of two paragraphs, while creatures like the Sea Spawn get an entire half-page to pad out. In combat, Skull Lords are also quite disparate. They are Sorcerers, with full plate, and Evasion, that summon undead. Yeah, that’s a bit wonky. At any rate, they have a Multiattack, with deadly laser beams or staff strikes, that cannot swap out an attack to cast a spell. Which is a significant downgrade when compared to their contemporaries in this book. They are also Legendary Monsters who do not have the ability to cast spells as a Legendary Action, instead they can summon up to 5 zombies or skeletons to help in combat, which are buffed by the Skull Lord’s Master of the Grave Aura. If you are thinking this creature doesn’t sound anything like a Sorcerer at this point, I am with you. Their spell selection is also quite lacking, with a total of 6 spells, two of which are non-combat cantrips. At the very least, they can use their [I]Stinking Cloud[/I] as a form of concealment for their undead allies, and get a bit of higher burst damage from [I]Cone of Cold[/I]. In the changeover, the Skull Lord lost quite a few spells, and the ability to use their cantrip selection as a legendary action (which went a long way to making them feel like Sorcerers). In return, they got a generic Death Ray attack, which they can use as a legendary action instead. They also gained a bit more damage from their Bone Staff attacks, and a few extra HP. [/QUOTE]
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