Large Humanoid, Chaotic Evil
Armor Class 18 Unarmoured
Hit Points 228 (24d10 + 96)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +8, DEX +7
Skills Athletics +8
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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:

2/day each:  haste, slow

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. 

 

Actions

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. 

Bonus Actions

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.
Reactions

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

Name Date Modified Views Adds Version Actions
4/17/2024 2:24:40 AM
25
12
--
Coming Soon
Nafu9

Comments

Posts Quoted:
Reply
Clear All Quotes