- Key of Prophecy. The cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.
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- Innate Spellcasting. The cult leader’s innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
- 2/day each: detect thoughts, haste, slow
- 1/day each: suggestion, teleport
- Innate Spellcasting. The cult leader’s innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
- Spellcasting. The cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
- 1st level (3 slots): cure wounds, identify, guiding bolt
- 2nd level (2 slots): lesser restoration, spiritual weapon
- 3rd level (3 slots): dispel magic, mass healing word, spirit guardians
- Multiattack. The cult leader makes one melee attack and casts a cantrip.
- Mace. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
- Esoteric Vengeance. As a reaction when struck by a melee attack, the cult leader can expend a spell slot to do 6 (2d6) necrotic damage to the attacker. If the cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.