Medium Humanoid, Any Alignment
Armor Class 15 chain shirt
Hit Points 72 (9d8 + 27)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +3, CHA +6
Skills Deception +7, Insight +4, Persuasion +7, Religion +4
Senses Passive Perception 11
Languages Any three languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The cult leader is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cult leader has the following spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): bane, command, sanctuary

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): bestow curse, spirit guardians

Actions

Multiattack. The cult leader makes two scimitar attacks. It can replace one of these attacks with a crossbow attack.

Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Crossbow. Ranged weapon attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 3) piercing damage.

Legendary Actions

The cult leader can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The cult leader regains spent legendary actions at the start of its turn.

Command Cultist (Costs 1 Action). The cult leader issues a command to a cultist within 30 feet of it. The cultist can immediately use its reaction to make one weapon attack or make a saving throw with advantage.

Inspiring Words (Costs 2 Actions). The cult leader speaks inspiring words to bolster the resolve of up to two friendly creatures within 30 feet of it. Each target regains 10 hit points.

Channel Power (Costs 3 Actions). The cult leader channels their divine power, granting up to two friendly creatures within 30 feet of it advantage on all attack rolls, ability checks, and saving throws until the end of their next turn.

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