Magical Resistance: The Archcultist has advantage on saving throws made against magical effects
Telepathy: The Archcultist can communicate telepathically with any creature that shares a language with them that is within 120ft
Legendary Resistance (3/Day): If the Archcultist fails a saving throw, it can choose to succeed instead
Undying Fortitude: If the Archcultist is killed by less than 30 damage, it can choose to resurrect with 10HP. This feature will not activate if their are no remains of the Archcultist, if it is killed with a silvered weapon or if the attack that killed them was a critical hit
Spellcasting: The Archcultist is a 13th level spellcaster (spellcasting ability INT, Spell save DC 17, Spell attack +14). They have the following wizard spells prepared:
Cantrip (at will): Chill Touch, Create Bonfire, Gust, Mage Hand, Shape Water
1st (8): Comprehend Languages, False Life, Shield
2nd (6): Blindness/Deafness, Hold Person, Ray of Enfeeblement
3rd (6): Animate Dead, Counterspell, Lightning Bolt
4th (6): Banishment, Fire Shield, Stoneskin*
5th (4): Wall of Force, Telepathic Bond, Dominate Person
6th (2): Globe of Invulnerability, Contingency*, Flesh to Stone
7th (2): Etherealness, Forcecage, Mirage Arcane
*The Archcultist has Contingency and with Stoneskin casted on himself before the battle, which triggers when the Archcultist drops below 30HP
Recharge Spellcasting: The Archcultist can regain up to 4 levels worth of spell slots. This effect can only be used once
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage.
Teleport. If the Archcultist is hit by a melee weapon attack, it can choose to teleport up to 20ft
Opportunity Attack. The Archcultist can make opportunity attacks with a cantrip instead of a melee weapon attack
The Archcultist can take 3 legendary actions, choosing from the options below. Only 1 legendary action can be used at a time and only at the end of another creature's turn. The Archcultist regains expended legendary actions at the start of its turn.
Cantrip (Costs 1 Actions). The Archcultist casts a cantrip
Cast a Spell (Costs 1 Actions). The Archcultist casts a spell
Dark Ceremony (Costs 2 Actions). The Archcultist makes a short prayer to its god including one enemy of its choice. The target must make a WIS saving throw (DC 15) or take 5 necrotic damage, and the Archcultist regains 15HP. The Archcultist regains the HP even if the target succeeds the save.
Description
Archcultists are typically moderate-powerful spellcasters that lead groups of cults and cultists. Their engaging with the dark magic and powerful demons have twisted their own access to the Weave, which after a while produce bizarre effects. The ultimate goal of Archcultists is to summon their powerful usually demon god figure into the Material Plane, with the hope that they will receive gifts from their Overlords in return. Many also wish to eventually achieve Lichhood, although at this stage many are only lesser liches.
Lair and Lair Actions
The Archcultist usually enchants the area its cult is based in with magical ward and harmful properties.
Lair Actions
On initiative count 20 (losing initiative ties), the [Archcultist] takes a lair action to cause one of the following effects; the [Archcultist] can’t use the same effect two rounds in a row:
- Absorb Life. Dark magic absorbs vitality from all enemies of the Archcultist in the lair. All hostile targets to the Archcultist loses 5HP, and the Archcultist regains the cumulative amount.
- Teleport. A cloud of dark smoke surrounds the Archcultist, who becomes invisible. The Archcultist can move up to 30ft and then becomes visible again.
- Cantrip. The Archcultist casts a cantrip
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