Myrkul

Lord of Bones

God of death, decay, old age, and the fear of endings

CR 33Quasi-deityNeutral evilDeathDecayOld ageUndeath

Avatar of Myrkul, the Reaper

Large undead (avatar), neutral evil

Armor Class
27 (bone plate)
Hit Points
820 (41d20 + 389)
Speed
40 ft., fly 60 ft. (hover)
STRDEXCONINTWISCHA
24 (+7)20 (+5)28 (+9)24 (+7)26 (+8)26 (+8)
Saving Throws
Con +18, Int +16, Wis +17, Cha +17
Skills
Arcana +16, Insight +17, Intimidation +17, Perception +17, Religion +16
Damage Resistances
cold, fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
33 (285,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Myrkul fails a saving throw, he can choose to succeed instead.
Magic Resistance. Myrkul has advantage on saving throws against spells and other magical effects.
Bone-Court Aura. A creature of Myrkul’s choice that starts its turn within 30 feet must make a DC 25 Wisdom saving throw. On a failed save, it takes 18 (4d8) necrotic damage and is frightened until the start of its next turn.
Lord of Bones. Undead friendly to Myrkul within 120 feet are immune to cold, fire, lightning, and radiant damage. Myrkul can communicate with and command any undead within 1 mile.
Disrupt the Lesser Dead. When Myrkul hits an undead of CR 10 or lower with a melee attack, that creature must succeed on a DC 25 Charisma saving throw or be destroyed and crumble to dust.
Rotting Grasp. A creature that takes necrotic damage from Myrkul must succeed on a DC 25 Constitution saving throw or contract corpse-rot. While diseased, it cannot regain hit points. A greater restoration, heal, or remove curse spell ends the disease.
Crown of Horns Rekindled (Mythic Trait; 1/Day). When Myrkul is reduced to 0 hit points, he instead regains 410 hit points and becomes a Huge flying skull. His flying speed becomes 120 feet, he can move through creatures and objects as difficult terrain, and he can use his mythic actions.

Actions

Multiattack. Myrkul makes three attacks with Reaper’s Scythe or Chilling Grasp in any combination.
Reaper’s Scythe. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) slashing damage plus 27 (6d8) necrotic damage. If the target has 50 hit points or fewer, it must succeed on a DC 25 Constitution saving throw or its Strength score is reduced by 2d4 until it finishes a long rest. The target dies if this reduces its Strength to 0.
Chilling Grasp. Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) cold damage plus 22 (4d6 + 8) necrotic damage, and the target must succeed on a DC 25 Constitution saving throw or be paralyzed until the end of its next turn.
Animate or Unmake (Recharge 5–6). Myrkul points to up to five corpses or undead he can see within 120 feet. Each corpse rises as a wraith under his control. Each targeted undead must succeed on a DC 25 Charisma saving throw or be destroyed.
Deathly Whisper. Each creature of Myrkul’s choice within 60 feet that can hear him makes a DC 25 Wisdom saving throw, taking 45 (10d8) psychic damage and becoming frightened until the end of its next turn on a failed save, or taking half as much damage on a successful one.

Bonus Actions

Command the Ossuary. Skeletal hands fill a 10-foot square Myrkul can see within 60 feet. Each creature there must succeed on a DC 25 Strength saving throw or be restrained until the start of Myrkul’s next turn.
Night Rider. A spectral steed appears within 10 feet. Until the start of Myrkul’s next turn, his flying speed becomes 120 feet.

Reactions

Death’s Embrace. When a creature dies within 60 feet, Myrkul regains 30 hit points and moves up to half his speed without provoking opportunity attacks.
Grim Reprisal. When a creature hits Myrkul with a melee attack, it takes 18 (4d8) necrotic damage and must succeed on a DC 25 Wisdom saving throw or become frightened until the end of its next turn.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Scythe. Myrkul makes one Reaper’s Scythe attack.
Grave Wind. Each creature of Myrkul’s choice within 30 feet must succeed on a DC 25 Constitution saving throw or take 18 (4d8) necrotic damage and have its speed reduced by 20 feet until the end of its next turn.
Command Undead (Costs 2 Actions). One undead Myrkul can see within 120 feet must succeed on a DC 25 Charisma saving throw or be charmed by him for 1 minute.
Skull Flight (Costs 2 Actions). Myrkul moves up to his flying speed through creatures and objects. His next melee attack before the end of his next turn deals an extra 27 (6d8) necrotic damage.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Miasma of Decay. A 20-foot-radius sphere within 120 feet fills with rot. A creature that starts its turn there must make a DC 25 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a successful one.
Skeletal Hands. A 30-foot-radius area within 120 feet erupts with grasping bones. Creatures there must succeed on a DC 25 Strength saving throw or be restrained until the end of their next turn.
Grave Call. Myrkul summons four wraiths in unoccupied spaces within 60 feet. They obey him and act immediately after his turn.
Wall of Skulls. A wall of fused skulls rises from a solid surface. It is up to 60 feet long, 10 feet high, and 5 feet thick, provides three-quarters cover, and crumbles at initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Bone Storm. Each creature of Myrkul’s choice within 30 feet must make a DC 25 Dexterity saving throw, taking 36 (8d8) slashing damage plus 27 (6d8) necrotic damage on a failed save, or half as much on a successful one.
Name the Faithless (Costs 2 Actions). One creature Myrkul can see within 120 feet must make a DC 25 Charisma saving throw. A creature without a divine patron or one that has broken a sworn divine oath has disadvantage. On a failed save, it takes 27 (6d8) necrotic damage and is restrained until the end of its next turn.
Harvest of the Fallen (Costs 3 Actions). Up to three creatures within 60 feet that have 50 hit points or fewer must succeed on a DC 25 Constitution saving throw or drop to 0 hit points. A shadow rises under Myrkul’s control from each creature that fails.

Introduction

Myrkul is the cold certainty that every breath ends. Once the necromancer Myrkul Bey al-Kursi, he took a portion of Jergal’s abandoned office and wore death like a crown.

Myrkulytes work as undertakers, embalmers, bone-pickers, and scholars of endings. They preserve last rites and plague records while cultivating the belief that even touching one of their priests invites doom.

The avatar appears when order breaks among the dead: plague corpses burn without rites, battlefields remain unburied, or a necromancer binds a host beyond mortal station. It does not hurry and rarely bargains. All things come to it.

Physical Appearance

The Reaper is a tall, wasted figure wrapped in layered black. Skin like old parchment clings to bone beneath a deep cowl, and a white skull watches with lights that gutter like coals.

A great scythe moves in one skeletal hand. Other hands emerge from the avatar’s shadow to point, lift, and restrain. At will, the Reaper’s body collapses into a flying skull crowned in horn-like bone.

Roleplaying the Avatar

Myrkul offers no comfort and makes no threat he must carry out quickly. He treats fear as recognition of a fact the listener can no longer avoid.

  • Speak softly and never raise your voice.
  • Answer questions with short truths about loss or time.
  • Allow skeletal hands in the shadow to gesture for you.
  • Call living creatures by the manner of death awaiting them.
  • Never pursue in haste. Close the exits instead.

Use in a Campaign

The Unburied Host

A battlefield begins raising its own dead. Myrkul arrives not to cause the uprising but to punish the warlords who left thousands without rites.

Crown of Horns

A mortal cultist carries a shard of Myrkul’s crown and changes identity with each death. The avatar wants the shard, the vessel, and every witness.

The Last Resurrection

A broken compact makes every resurrection in a city produce a second, hostile soul. Myrkul offers to close the breach if one returned hero willingly dies.

Day of the Dead

During the Feast of the Moon, the dead remain long enough to name their killers. The avatar arrives before dawn to decide which spirits may speak.

Lairs

A lair of Myrkul is a mortal precinct of the Bone Castle. Dust moves like water, stacked skulls whisper final thoughts, and the living taste ash with every breath.

The Bone Castle

Narrow bridges cross pits of grave dust while doors open only when a living creature names someone it failed to mourn.

Skullspire Ossuary

Thousands of cataloged skulls speak when addressed by name and scream when a false identity enters the hall.

Plague Court

An abandoned civic hall holds sealed ledgers, mass graves, and a black bench where the avatar judges those who profited from disease.

The Unquiet Field

Spectral night riders circle an unburied battlefield. Each round of combat repeats the final charge of a different dead regiment.

Shared References

Open a reference for its canonical description and related entries.

Myrkul as a skeletal reaper in layered black funeral robes, carrying a vast black scythe amid reaching shadow-hands.