Key of Prophecy. The Cult Cardinal can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +6 bonus on initiative checks.
Innate Spellcasting. The Cult Cardinal innate spellcasting ability is Wisdom (spell save DC 17). He can innately cast the following spells, requiring no material components:
3/day each: detect thoughts, dimension door, haste, slow
2/day each: suggestion, teleport
1/day each: scrying
Spellcasting: The Cult Cardinal is a 17th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +11 to hit with spell attacks). The Cult Cardinal has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, inflict wounds, guiding bolt
2nd level (3 slots): silence, spiritual weapon, hold person
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, Freedom of Movement, guardian of faith
5th level (2 slots): flame strike, summon celestial
6th level (1 slot): harm
7th level (1 slot): Fire Storm
8th level (1 slot): Holy Aura
Multiattack. The Cult Cardinal can either make two melee attacks and cast a cantrip or use a spell and a cantrip.
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6)+2 bludgeoning damage.
Esoteric Vengence. As a reaction when struck by a melee attack, the Cult Cardinal can expend a spell slot to do 10 (5d6) necrotic damage to the attacker. If the Cult Cardinal expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
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