Medium Or Small Humanoid, Lawful Evil
Armor Class 19 (Mage Armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws WIS +6, CHA +8
Skills Arcana +6, Deception +7, Perception +5, Persuasion +7, Religion +6
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magical Attacks The cultist'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 cultist has advantage on saving throws against being charmed or frightened

Frightful Presence When the Dragon Wing enters the Queen's Avatar form, creatures within 30ft that can see or hear them must succeed a DC 15 Wisdom saving throw or become frightened for one minute. 

Creatures can repeat their saving throw at the end of each of its turns to end the frightened effect. 

Undying Champion (1/long rest) When the Dragon Wing is reduced to 0 hit points, they instead drop to one hit point and enter Queen's Avatar

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 cultist is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): Eldritch Blast, Thaumaturgy, Guidance
3rd level (4 slots): Hex, Spiritual Guardians, Find Familiar, Guardian of Faith, Absorb Elements, Burning Hands, Frost Fingers, Binding Frost, Dragon's Breath, Fly, Protection from energy, Fear

Actions

Eldritch Blast Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: 8 (1d10+4) force damage.

Devotions Favor(1/short or long rest) the cultist can recover all expended spell slots 

Queen's Avatar (1/day) The Dragon Wing can take the form of Tiamat, growing wings and gains a flying speed equal to their walking speed. While in this state, the cultist gains 33 temporary hit points. 

While these temporary hit points are active, the Dragon Wing's AC increases by 3 and gains resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as the last damage type they dealt. 

This state lasts for 1 hour or until the temporary hit points are lost. 

Patrons Bestowal:Dragons Roar(Recharge 5–6). Creatures within a 20ft cone must succeed on a Dexterity Saving Throw (DC 13). 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. 

Bonus Actions

Queen's Agility (Avatar Form only) Dragon Wing can use its bonus action to disengage or dash. 

Reactions

Dragon's Menace When the cultist takes damage from an attacker within 60ft of it, the attacker must make a Dexterity Saving throw (DC 13). On a failed save, it takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened. 

Queen's Fury (Avatar Form only) When the Dragon Wing takes damage, it can use its reaction to make an eldritch blast attack against the attacker (without disadvantage if in melee range). 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Third-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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Ringling1106

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