Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Spellcasting. The Cultist Leader is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They have the following spells prepared:
- Cantrips (at will): Chill Touch, Eldritch Blast
- 1st level (4 slots): Command, Expeditious Retreat, Disguise Self
- 2nd level (2 slots): Hold Person
- 3rd level (1 slot): Animate Dead
Leadership (Recharges after a Short or Long Rest). As an Action, the Cultist Leader can utter a command to their allies. The Cultist Leader can choose up to three creatures within 30 feet who can hear and understand them. Each of those creatures can add a d4 to any attack roll or saving throw it makes until its next long rest. A creature can benefit from only one Leadership die at a time. This effect ends if the Cultist Leader is incapacitated.
Multiattack. The Cultist Leader makes two melee attacks with their dagger.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
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Dark Sacrifice. As a bonus action, the Cultist Leader marks a creature within 30 feet as a willing sacrifice. The creature takes (1d6 + 5) necrotic damage, and the Cultist Leader gains temporary hit points equal to half the damage dealt.
Parry. The Cultist Leader adds 2 to their AC against one melee attack that would hit them. To do so, the Cultist Leader must see the attacker and be wielding a melee weapon.
Description
The Cultist Leader is a manipulative and sinister figure, wielding dark necromantic magic to control the living and the dead. With spells like Chill Touch and Hold Person, they strike fear into their enemies, while Animate Dead raises twisted followers to do their bidding. Charismatic and cunning, they lead their cult with a blend of fear and influence, always ready to deceive and dominate those who stand in their way.
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