Key of Prophecy. The Cult Enforcer can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +5 bonus on initiative checks.
Innate Spellcasting. The Cult Enforcer innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, at the cost of 10 HP per turn, for Haste or Slow and 20HP per turn for Antimagic Field:
1/day each: Antimagic Field
Fanatical Focus. If the Cult Enforcer fails a saving throw while its raging, it can reroll it, and must use the new roll. Once per long rest.
Divine Fury. While the Cult Enforcer raging, the first creature they hit on each of its turns with a weapon attack takes extra necrotic damage equal to 1d6 + 7.
Multiattack. The Cult Enforcer can make three melee attacks on it's turn.
Reckless Attack. When the Cult Enforcer makes it's first attack on its turn, the Cult Enforcer can decide to attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against it have advantage until its next turn.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) or 11 (1d8 + 7) while raging slashing damage.
Rage.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
- The Cult Enforcer can maintain concentration on it's innate spells.
Esoteric Vengence. As a reaction when struck by a melee attack, the Cult Enforcer can do 14 (4d6) necrotic damage to the attacker. If the Cult Enforcer
Description
The Cult Enforcer is not a spell caster. The Innate Spells it is able to cast are sigils branded into its flesh that it can activate at the cost of HP.
Previous Versions
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4/17/2024 2:24:40 AM
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