Skull Lord Crimson

***Crimson**,* is a *Skull Lord*, with an unknown origin. They are a Lord within ***the Skull King's Army***, standing with their fellow lords, ***Skull Lord Vex***, ***Skull Lord Twilight***, and ***Skull Lord Wretched***. ***Crimson*** is one of the final bosses of ***the Castle of Skulls***, along with ***Kerpheres, the Lord of the Mummies***, ***Decay, the Death Tyrant***, and ***Jewel, the Demilich***.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 15 (13,000 XP)
* **Armor Class:** 18 (plate)
* **Hit Points:** 67-172 (15d8 + 52)
* **Speed:** 30ft

* **STR:** 16 (+3)
* **DEX:** 18 (+4)
* **CON:** 19 (+4)
* **INT:** 16 (+3)
* **WIS:** 15 (+2)
* **CHA:** 23 (+6)

* **Skills: Athletics** +7, **History** +8, **Perception** +12, **Stealth** +8

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Immunities:** poison
* **Damage Resistances:** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
* **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

* **Senses:** darkvision 60ft, passive Perception 22

* ***Legendary Resistance*** *(3/Day):* If ***Skull Lord Crimson*** fails a saving throw, they can choose to succeed instead.
* ***Master of the Grave:*** While within 30 feet of ***Skull Lord Crimson***, any undead ally of ***Skull Lord Vex*** makes saving throws with advantage, and that ally regains 1d12 hit points whenever it starts it's turn there.
* ***Evasion:*** If ***Skull Lord Crimson*** is subjected to an effect that allows them to make a **Dexterity** saving throw to take only half the damage, ***Skull Lord Vex*** instead takes no damage if they succeed on the saving throw, and only half damage if it fails.
* ***Spellcasting.*** ***Skull Lord Crimson*** is a 13th-level spellcaster. Their spellcasting ability is **Charisma** (spell save DC18, +10 to hit with spell attacks). ***Skull Lord Crimson*** knows the following sorcerer spells:
	+ Cantrips (at will): *chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp*
	+ 1st level (4 slots): *magic missile, expeditious retreat, thunderwave*
	+ 2nd level (3 slots): *mirror image, scorching ray*
	+ 3rd level (3 slots): *fear, haste*
	+ 4th level (3 slots): *dimension door, ice storm*
	+ 5th level (2 slots): *cloudkill, cone of cold*
	+ 6th level (1 slot): *eyebite*
	+ 7th level (1 slot): *finger of death*

* **Languages:** Common

### ***Actions***

* ***Multiattack:*** ***Skull Lord Crimson*** makes three bone staff attacks.
* ***Bone Staff*** *(Melee Weapon Attack):* +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3) bludgeoning damage plus 18 (5d6) necrotic damage.

### ***Legendary Actions***

***Skull Lord Crimson*** 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. ***Skull Lord Crimson*** regains spent legendary actions at the start of their turn.

* ***Bone Staff*** *(Costs 2 Actions):* ***Skull Lord Crimson*** makes a bone staff attack.
* ***Cantrip:*** ***Skull Lord Crimson*** casts a cantrip.
* ***Move:*** ***Skull Lord Crimson*** moves up to their speed without provoking opportunity attacks.
* ***Summon Undead*** *(Costs 3 Actions):* Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of ***Skull Lord Crimson*** and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. ***Skull Lord Crimson*** can have up to five undead summoned by this ability at a time.