Huge Celestial, Any Evil Alignment
Armor Class 14 Hide Armor
Hit Points 460 (40d12 + 200)
Speed 40 ft., Fly 10 ft.
STR
5 (-3)
DEX
25 (+7)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +8, INT +8, WIS +6
Skills Arcana +8, Intimidation +8, Persuasion +8
Damage Resistances Psychic
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Incapacitated, Unconscious
Senses Truesight, Passive Perception 16
Languages Abyssal, Celestial, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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:

At will: Darkness, Crown of Madness, Wrathful Smite
3/day each: Animate Dead, Dissonat Whispers, Chaos Bolt
1/day each: Vampiric Touch, Summon Lesser Demons
Actions

Multiattack: The Cult Leader makes two attacks

Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6+7 slashing damage

 

Reactions

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.

Legendary Actions
The monster 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 monster regains spent legendary actions at the start of its turn.

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.

Turbo161

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