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
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.
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