Aura of Misery. Any creature that moves within 10 feet of the skull must make a Wisdom Saving throw (DC 13) or become overwhelmingly sad. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. It can repeat the saving throw at the end of its turn or if it moves out of range. Magic Resistance. The skull has advantage on saving throws against spells and other magical effects. Turn Resistance. The skull has advantage on saving throws against any effect that turns Undead. Unusual Nature. The skull doesn’t require air, food, drink, or sleep.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage Spellcasting. The skull casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: detect magic, magic missile (as a 1st-level spell), hellish rebuke, mage hand 1/day each: dispel magic, Spirit Shroud, invisibility, hold person