Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 , (mage armor 16)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws WIS +3
Skills Deception +5, Persuasion +5, Religion +2
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The Elite has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The Elite makes two attacks, it can replace an attack with the casting of a spell. 

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Fathom's Blast. Ranged Spell Attack: +5 to hit, range 150 ft., one creature. Hit: 9 (1d10+3) force damage.

Dreadful Words. Ranged Spell Attack: Range 60 ft, one target, Wisdom saving throw DC 13, on a failure a creature is dealt 8 (2d4+3) psychic damage. and the target has disadvantage on its next attack roll. 

Spellcasting. The Elite is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Elite has the following Warlock spells prepared:

Cantrips (at will): mage hand, message, guidance, mage armor

(1/perday, cast at 2nd level): arms of hadar, charm person, mind spike, mirror image, silence

Description

Cult Elites are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. many elites usually have a great amount of potential, if not power, before they fully awaken to the path they follow and are granted power if not a bargain from higher influences. Those of the magus take power in the form of more spells they can cast. while Elite blade masters take a greater form of power in a weapon their master might bestow them. 

Monster Tags: NPC

Habitat: Urban

LionSoul378

Comments

Posts Quoted:
Reply
Clear All Quotes