Magical Attacks The Dragon Claw's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact Spells are cast at the highest available spell slot
Supernatural Devotion The Dragon Claw has advantage on saving throws against being charmed or frightened
Sacrificial Offering When the Dragon Claw kills a creature, it regains one expended spell slot
Zealous Strikes When the Dragon Claw starts its turn within 10 ft of another cultist that it can see or hear, the Dragon Claw can make one additional Pact Blade or Eldritch Blast attack as part of its action
Draconic Magic When the cultist deals damage with its spells, treat immunity as resistance.
Dragon's Blessing Whenever the cultist deals force damage, it can deal one of the following types instead: acid, cold, fire, lightning, or poison (roll 1d6)
Spellcasting. The Dragon Claw is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The Dragon Claw has the following spells prepared:
Cantrips (at will): Eldritch Blast, Thaumaturgy, Guidance
2nd level (2 slots): Hex, Shadow Blade, False Life, Absorb Elements, Burning Hands, Frost Fingers, Binding Frost, Dragon's Breath
Pact Blade Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) piercing damage.
Eldritch Blast RangedWeapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+2) force damage.
Devotions Favor(1/short or long rest) the Dragon Claw can recover all expended spell slots
Patrons Bestowal: Dragons Roar(Recharge 5–6). Creatures within a 20ft cone must succeed on a Dexterity Saving Throw (DC 12). On a failed save, the target takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened. On a successful save, creatures take half damage and are not frightened. At the end of each turn, the target can repeat the saving throw to end the frightened effect.
Zealous Frenzy The Dragon Claw can expend a spell slot to deal an additional 2d6 (2d6) force damage on each of its attacks until the start of its next turn.
Dragon's Menace When the Dragon Claw takes damage from an attacker within 60ft of it, the attacker must make a Dexterity Saving throw (DC 12). On a failed save, it takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened.
Zealous Spree When the Dragon Claw reduces a creature to 0 hit points, it can use its reaction to move up to half its movement speed and then make either a Pact Blade or Eldritch Blast attack against a target in range
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Second-tier members of the cult of the dragon
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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