Medium Humanoid (Any Race), Chaotic Evil
Armor Class 16 (+1 studded leather)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws WIS +6, CHA +6
Skills Perception +6, Religion +4
Senses Passive Perception 16
Languages any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The cult priest is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14). It has the following cleric spells prepared:

Cantrips (at will): minor illusion, poison spray, toll the dead, thaumaturgy

1st level (4 slots): arms of Hadar, bane, command, inflict wounds, Tasha's hideous laughter

2nd level (3 slots): blindness/deafness, crown of madness, enthrall, hold person

3rd level (2 slots): bestow curse, dispel magic, fear, major image

4th level (3 slots): control water, confusion, Evard's black tentacles, guardian of faith

5th level (2 slots): contagion, dominate person, flame strike, telekinesis

6th level (1 slot): eyebite, harm, mass suggestion

Actions

Multiattack. The cult priest makes one melee attack. It also uses Insanity Gaze, if available.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Maddening Gaze (Recharges 4-6). The cult high priest fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on DC 14 Wisdom saving throw. On a failed saving throw, roll 1d6. On a roll of 1-3, the target suffers the effect of the confusion spell without making a saving throw. On a roll of 4-6, the target is stunned. Either effect lasts until the start of the cult priest's next turn.

Description

The Cult of Demogorgon is not a true organization. Instead, it is a set of loosely connected covens of various sizes. Majority of the cultists are fiends and intelligent aberrations. Their humanoid members are comprised of mostly bandits, thugs, and social outcasts They do have two common sets of attributes - all share some form of deformity and a level of deranged sociopathy. Most, if not all, are psychopaths.

 Double Headed. Each coven is often led by two heads, each symbolizing demogorgon's twin heads, Aameul and Hathradiah.These two heads lead separate groups, each with their own objectives. They clash with each other as often as they cooperate together. While their methods are not efficient, the horrific trail of bodies they leave sow chaos and fear in most civilized lands.

Monster Tags: humanoid

SadHorizon

Comments

Posts Quoted:
Reply
Clear All Quotes