Medium Humanoid, Lawful Evil
Armor Class 16 (+2 Studded Lather)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +6, WIS +9, CHA +7
Skills Insight +9, Persuasion +11, Religion +6
Senses Passive Perception 15
Languages any three languages (usually Common)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Demands of Nessus. At the start of each of the cult high priest's turns, it can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and the cult high priest regains the same number of hit points. If the cult high priest is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally.

Dominance of Nessus (1/Day). Saving throws made against the next enchantment spell cast by the cult priest this turn are made with disadvantage.

Spellcasting. The cult priest is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, toll the dead, thaumaturgy

1st level (4 slots): bane, command, charm person, cure wounds, inflict wounds sanctuary

2nd level (3 slots): hold person, enthrall, suggestion, spiritual weapon

3rd level (2 slots): bestow curse, fear, spirit guardians, tongues

4th level (3 slots): banishment, confusion, dominate beast, guardian of faith

5th level (2 slots): dominate person, flame strike, geas, planar binding

6th level (1 slot): forbiddance, mass suggestion, planar ally, word of recall

7th level (2 slots): divine word, project image, symbol

8th level (1 slot): antimagic field, unholy aura

9th level (1 slot): gate, mass heal

Actions

+2 Red Scepter (Mace). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 13 (3d8) psychic damage and the target must succeed on a DC 17 Wisdom saving throw. On a failed save, the creature must kneel and bow until the end of the cult exarch's next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.

Bonus Actions

Word of Submission (Recharge 5-6). As a bonus action, the cult exarch channels the voice of Asmodeus through a word of power. Each creature of the cult exarch's choice that is within 60 feet of it, can hear it, and not already affected by Word of Submission must succeed on a DC 17 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and must kneel and bow until the end of the cult exarch's next turn. Until this kneeling and bowing ends, the target can't take actions or reactions, and its speed is 0 and can't be increased. If a creature's saving throw is successful, the creature is immune to Word of Submission for the next 24 hours. On a successful save, the creature takes half as much damage.

Description

The Cult of Asmodeus is the largest and most feared of the diabolical cults. While other cults may worship different archdevils, they must still acknowledge Asmodeus as the supreme leader that holds power over them.

Power and Wealth. Although the cult may have fiendish and monstrous members, majority of its sects are secretly located in civilized human cities and a few from the other fair races. Those who join the cult mostly use the membership to take advantage of the Cult’s political reach and deep resources to gain wealth and power. As such, a large number of members are local politicians, merchants, and noblemen.

Shrewd Negotiators. However, some do join in hopes of following the ideology of Asmodeus and become priests. Like Asmodeus, the cultists see themselves cut above the rest, and are often regarded by others as arrogant, cruel, and elitist. But despite these negative qualities, majority of their membership are very sharp, intuitive, and very skillful diplomats, forming secret alliances and lucrative trade deals with various organizations, legitimate or not. They have been mostly successful due to their ability to use Dominance of Nessus, as well as their array of coercive spells. If they encounter a threat or problem, they rarely act on it themselves. Instead, they use or leverage other individuals, organizations, or cults to take care of it.

Monster Tags: NPChumanoid

Habitat: Urban

SadHorizon

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