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
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
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
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4/30/2023 4:54:36 PM
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