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
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.
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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