Dark Devotion. The cult master has advantage on saving throws against being charmed or frightened.
Spellcasting. The cult master is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult master has the following cleric spells prepared:
Cantrips (at-will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, guiding bolt, 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, freedom of movement, guardian of faith
5th level (2 slots): geas, hallow, planar binding
6th level (1 slots): forbiddance, planar ally
7th level (1 slot): conjure celestial (fiend)
8th level (1 slot): holy aura (Unholy)
Grim Harvest. Once per turn when the cult master 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 master 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 master 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 master 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 17 (3d8 + 4) necrotic damage and black fire leaps from the target to a different creature of the cult master's choice that he can see within 5 feet of it. The second creature takes 22 (4d8 + 5) necrotic damage.
Multiattack. The cult master 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
Even more dangerous than his horde of followers, this individual sits at the top of the pyramid and will do anything to keep - and increase - his powers, whether dealing with his adversaries, his followers or his nefarious master(s)...
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