Exploit Opening (3/Day). When the cultist makes an attack, they have advantage on the attack roll.
Aura of Terror. When a hostile creature within 5 feet of the Aasimar makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.
Spellcasting. The Aasimar Cult leader is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): sending, spirit guardians
Multiattack. The Aasimar makes three attacks with its Zweihander
Zweihander. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6+5) slashing damage plus 7 (2d8) radiant Damage
Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the Aasimar's next turn has advantage. If the Aasimar casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Divine Smite: When the Aasimar deals damage with an attack they made at advantage they deal an additional 2d6 radiant damage, this can only happen once per turn.
Description
A humanoid angel, fallen from the usual grace to that of a high ranking official in a cult of ravenous undead