Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +5, WIS +2, CHA +4
Skills Deception +4, Religion +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The Cult Leader makes three melee attacks: two with its scimitar and one with its dagger. Or the Cult Leader makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Vampiric Touch (1/Day) Melee Spell Attack: +4 to hit, reach 5 ft.,  Hit: 9 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Cult Leader regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Reactions

Parry. The Cult Leader adds 2 to its AC against one melee attack that would hit it. To do so, the Cult Leader must see the attacker and be wielding a melee weapon.

Description

Cult Leaders are as often charming, as they are brutal, they can lead through fear or a common sense of devotion shared with their cult. When it comes to rituals, they're often the ones leading them.

Sometimes these beings have been granted a semblance of power from whatever it is they serve

Monster Tags: NPC

Habitat: DesertForestUrban

CJinxed

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