Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (scalemail)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws WIS +3
Skills Intimidation +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, with either its longsword or Fathom's blast, and can replace an attack by casting a spell.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d8+3) slashing damage or two-handed Hit: 9 (1d10+3) slashing damage.

Fathom's Blast. Ranged Spell Attack: +5 to hit, range 150 ft., one creature. Hit: 9 (1d10+3) force damage. if a creature is hit, they are also pulled 10 ft closer to the target.

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

(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

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