Medium Humanoid, Typically Chaotic Evil
Armor Class 18 Chain Mail (Shield)
Hit Points 100 (17d12 + 56)
Speed 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +8, CHA +6
Skills Athletics +8, Intimidation +6, Survival +4
Senses Blindsight 30, Darkvision 60, Passive Perception 12
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Multi-Weapon. The Cult Leader can come in with three different weapons, a Longsword and a Shield, Two Maces, or two Hand Crossbows (They cannot use multiple of these weapons at once) roll a d6:

(1-2: Longsword and a Shield)

(3-4: Two Maces)

(5-6: Two-Hand Crossbows)

Actions

Multi-Attack. The Cult Leader makes three attacks, three with his Longsword, three with his Maces, or three with his Hand Crossbows.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 5) slashing damage, or 9 (1d10+5) slashing damage if carrying with two hands.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 5) bludgeoning damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 5 (1d6+3) piercing damage.

Reactions

Parry. When the Cult Leader gets hit with an attack, he can parry, adding +2 AC, they must be holding a weapon to do this.

Description

The Cult Leaders are the highest low-ranked Cultists of the Cult of Tiamat. They appear to have a bit more muscle than the other cult members. Serves Salakannir in the Cult of Tiamat as a role to lead the other lesser Cult Members to victory

They wear dark cloaks with a Skeletal Dragon Mask with Dark eyes and mouth. The mask has an additional Skeletal Wings on the Mask.

Salakinnir

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