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Necromite of Myrkul

Necromite of Myrkul
Necromite of Myrkul
CR 1/2
Medium Humanoid (human), Neutral Evil
Reveal Stat Block
Armor Class
11
Hit Points
13 (2d8 + 4)
Speed
30 ft.
str
10
+0
dex
13
+1
con
15
+2
int
16
+3
wis
11
+0
cha
10
+0

Actions

Skull Flail.mw 2 to hit, reach 5 ft., one target. ({@damage 1d8) bludgeoning damage.
Claws of the Grave.rs 5 to hit, range 90 ft., one target. ({@damage 2d4 + 3) necrotic damage.

Necromite of Myrkul

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

Delvers into Lore

Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.

Cult Ranks

A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.