Maramorian Skull of the Sky Thief (5e Creature)

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Maramorian Skull of the Sky Thief[edit]

Small undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 77 (14d6 + 28)
Speed 0 ft., fly 60 ft. (hover)

5 (-3) 16 (+3) 15 (+2) 12 (+1) 15 (+2) 15 (+2)

Skills Stealth +7
Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned, prone
Senses darkvision 120 ft., passive Perception 12
Languages Common, Ignan, Maramorian
Challenge 5 (1,800 XP)

Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.


Multiattack. The maramorian makes one bite attack. It then uses its Haunting Malediction if it can.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Haunting Malediction (Recharge 6). The maramorian speaks a malefic word. Each creature within 30 feet of it must make a DC 13 Wisdom saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. A frightened creature has disadvantage on the save.

A monstrous undead that belies the normally withdrawn nature of most maramorians, a maramorian skull of the sky thief is a horrifyingly warped maramorian head with a mouth full of viciously sharp teeth and soulless inky black eyes. A skull of the sky thief streaks across the desert sky, attacking almost every living thing it comes across, with a special hatred for its former kin.
A maramorian that hopes to become a skull of the sky thief performs dire rites upon itself over several weeks, culminating in the maramorian ritualistically decapitating itself. Its head falls to the floor, writhing with dark power before rising a few moments later as an undead abomination. Only the most outcast or depraved maramorians would ever contemplate this path, though they must complete it in seclusion, as the suspicion that one of a maramorian tribe's number may be considering becoming a skull of the sky thief is enough to drive maramorians to execute the offender, disrupting the magic and preventing them from becoming a skull of the sky thief.

Mythic Origins. According to maramorian myth, the first skull of the sky thief, often referred to simply as the sky thief was a maramorian who wanted to claim the sun as their own, delving deep into necromantic lore to become the first skull of the sky thief. Ascending to the heavens, the sky thief's first act was to swallow the sun whole. A council of maramorian elders was called, eventually leading to thirteen mighty maramorian spellcasters creating a ritual to force the sky thief to spit up the sun. When the ritual was completed, the sun was restored to its rightful place, but the sky thief managed to escape, whispering the secrets of its magic to other maramorians for centuries to come. Some scholars believe that the maramorian myth of the sky thief was born when maramorians witnessed a solar eclipse.

Undead Nature. A maramorian skull of the sky thief doesn't require air, food, drink, or sleep.

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