Spellcasting. The cult priest is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). 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
7th level (2 slots): divine word, finger of death, symbol
8th level (1 slot): antimagic field, unholy aura
9th level (1 slot): gate, true resurrection
Multiattack. The cult head uses its Maddening Gaze. It then makes two melee attacks: one with its tentacle and one with its dagger. Alternatively, it can make one melee attack and cast one spell.
+1 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 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.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
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 16 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
High priests who have proven themselves worthy of Demogorgon are gifted by the demon prince with deformities, most commonly sprouting an extra grotesque limb or an arm that mutates into a tentacle. These deformities imbue the high priests with additional abilities which eventually allows them to take the position of exarch.
Previous Versions
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