Pack Tactics. The cult warlord has advantage on an attack roll against a creature if at least one of the warlords allies is within 5 feet of the creature and the ally isn't incapacitated.
Devotion. The cult warlord cannot be charmed or frightened.
Why are they so lazy.(1/day) The cult leader can give all cultists within 60 feet of it a bonus of 1d8 to their attack rolls, saving throws, and ability checks for 1 minute.
Multiattack. The cult warlord makes three Rapier attacks.
Rapier. Melee weapon attack: +9 to hit, 5 ft, 1 target, 13 (1d8 + 9) piercing damage.
Dark Demise (2/SR). The cult warlord hurls a ball of white-hot energy at a point within 50 feet of it. Any creatures within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 14 (4d6) force damage, 14 (4d6) necrotic damage, 14 (4d6) lightning damage, and 14 (4d6) fire damage on a failed save or half as much damage on a successful one.
Swap. The cult leader swaps places with one willing cultist within 30 feet of it.
Parry. The cult leader parries a blow, granting it a +5 bonus to AC against the triggering attack.
The cultist has 3 legendary actions.
1 action: The cultist makes one rapier attack against a hostile creature within 5 feet of it.
1 action: The cultist teleports up to 30 feet.
2 actions: Combination of the first two.
3 actions: The cultist becomes invisible until the end of the cultist's next turn.
Description
Abyssal Cult Warlords rule over thousands of abyssal cultists. They can, and sometimes do, kill their entire cult because they are displeased with a tiny thing.
However, adventurers can perhaps bargain with it by saying they come from Demogorgon, who they fear and worship above all.
Previous Versions
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9/17/2023 1:34:33 AM
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Coming Soon
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