Spellcasting. The Cult Leader is a 3-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Cult Leader has following Wizard spells prepared:
Cantrips (at will): Toll the Dead, Minor Illusion
1st level (6 slots): Absorb Elements, Cause Fear, Tasha's Hideous Laughter
2nd level (3 slots): Hold Person, Misty Step
3rd level (2 slots): Fear
Innate Spellcasting: The [monster name]'s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Multiattack: The Cult Leader makes two attacks
Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6+7 slashing damage
Opportunity Attack. When a enemy leaves within 5ft of [monster name]'s range get to make a melee attack
Shield An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Damage Absorption.
Whenever the Cult Leader is subjected to damage, it takes no damage and instead regains a number of hit points 2x equal to the damage dealt.
Restriction.
For the next 5 turns the target regains their cursed mask, restricting their abities once again
Legendary Resistance (3/day).
If the Cult Leader fails a saving throw, it can choose to succeed instead.
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