Medium Humanoid (Cleric), Lawful Evil
Armor Class 18 (plate and shield)
Hit Points 42 (4d12 + 8)
Speed 30 ft., Swim 5 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +6, CON +4, WIS +4
Skills Perception +3, Stealth +1
Senses Passive Perception 15
Languages All
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The cultist boss's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The cultist boss can cast the following spells, requiring no material components:
At will: magic missiles, burning hands, earth tremor 
3/day: comprehend language, sleep                                                                                                  1/day: charm person

Actions

Multiattack. The cultist boss makes to greatsword attacks.

Greatsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 18 (2d6 + 8) piercing or slashing damage. 

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 8 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 1 target. Hit: 10 (1d8 + 4) piercing damage.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 16 (1d12 + 8) slashing damage

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 4) bludgeoning damage

Reactions

5/day: Summon. When being attacked, the cultist boss can summon any evil creature from challenge 0 to their level number (a cultist boss cannot summon a cultist boss). If a cultist boss is at level 5, it can summon any evil creature from challenge 0 - 5

Description

This cultist boss is the master of the cultists. Not only can he cast spells, but he is also very strong and he has a lot of good weapons.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2023 4:52:29 PM
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Coming Soon
4/30/2023 4:54:36 PM
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Coming Soon

Habitat: MountainUnderdarkUrban

DinosaurFan

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