Otherworldly Favor. Once on each of its turns, the cultist leader can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice.
Magical Attacks. The cultist leader's attacks count as magical for the purpose of overcoming resistance.
Magical Resistance. The cultist leader has advantage on saving throws against spells and magical effects.
Legendary Resistance (3/day). Upon failing a saving throw, the cultist leader can choose to succeed instead. Upon using this feature, it regains one expended spell slot.
Otherworldly Pact. The cultist leader's spells are automatically cast at its highest available spell slot.
Supernatural Devotion. The cultist leader has advantage on saving throws against being charmed or frightened.
Spellcasting. The cultist leader is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The cultist leader has following spells prepared:
Cantrips (at will): Eldritch Blast (see below), Thaumaturgy, Guidance
5th level (5 slots): Hex, Planar Binding, Counterspell, Dispel Magic, Dimension Door, Spirit Guardians.
Multiattack. The cultist leader can make three attacks with its Pact Blade.
Pact Blade. Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 12 (1d10+6) slashing damage + 9 (2d8) force damage.
Eldritch Blast (4 Beams). Ranged Spell Attack: +11 to hit, 300ft., one target. Hit: 12 (1d10+6) force damage.
Patron's Bestowal (Recharge 5-6). When available, the cultist leader can use one of the following abilities as an action.
Devotion's Favor(Recharge 5-6). The cultist leader can recover all expended spell slots.
Mystic Arcanaum(Recharge 5-6). The cultist leader can cast a spell of its choice at 9th level from their patron class list without expending a spell slot.
Divine Command. The cultist leader can use its bonus action to command one of its allies within 30 ft. to move up to half its movement speed and to make an attack against a creature within range using their reaction.
Eldritch Storm(Recharge 5-6). The cultist leader can use its bonus action to use its Eldritch Blast attack.
Legendary Actions (3/turn).
Command Cultist (1 actions). The cult leader can command an ally that it can see within range (30 ft.) to make an attack against a creature that they can see in range using its reaction
Movement (2 actions). The cult leader can move up to its movement speed without provoking attacks of opportunity.
Spell (2 actions). The cult leader can cast a spell of 5th level or lower.
Patron's Resilience (3 actions). The cult leader can end a status condition or spell effect on themself as an action.
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