Dark Devotion. The Cult Leader has advantage on saving throws against being charmed or frightened.
Marshal Undead. Unless the Cult Leader is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The Cult Leader is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Multiattack. The Cult Leader makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Control Undead. The Cult leader has been taught how to control undead creatures by their superiors. As an action, the Cult Leader can choose to control up to 5 undead creatures of their choice that they can see and are within 60 feet. The Cult Leader can cause the controlled undead to take an action they can normally make and movement on the creatures next turn.
Description
Cult leaders use their experience and knowledge of the dark arts to prove their devotion. They typically will be found near undead creatures that have been raised by their superiors, and thrive by doing the will of their superiors, even at the cost of their own lives.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/14/2022 9:41:40 PM
|
1
|
0
|
--
|
Coming Soon
|
Comments