Dark Devotion. The cult leader has advantage on saving throws against being charmed or frightened.
Spellcasting. The cult leader is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cult leader has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): bestow curse, magic circle, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (2 slots): geas, hallow
6th level (1 slots): forbiddance, planar ally
Grim Harvest. Once per turn when the cult leader kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level.
Unholy Eminence. As a bonus action, the cult leader can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit . This benefit lasts until the end of the turn . If the cult leader expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Dark-Flame Blade. The cult leader make a melee attack with a weapon against one creature within 5 ft. On a hit, the target suffers the attack's normal effects plus 12 (2d8 + 3) necrotic damage and black fire leaps from the target to a different creature of the cult leader's choice that he can see within 5 feet of it. The second creature takes 16 (3d8 + 3) necrotic damage.
Multiattack. The cult leader makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Description
The leader of a cabal, this individual would not have attained - and maintained - its status without considerable power and ruthlessness.
Comments