| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 13 | +1 | +1 |
These individuals were naturally resistant to the extreme heat or cold of the climate they inhabited, making it impossible for them to perish from exposure even if completely naked and wet. Stormlords could walk through any natural fire without harm, though the same did not apply to any equipment they carried. Every stormlord was completely immune to all forms of lightning or other electricity, both magical and natural. As they gained strength, stormlords had access to a variety of powers that could be used on a daily basis including shocking grasp, call lightning, control winds, lightning bolt, and control weather. Extremely powerful stormlords could create an earthquake once every tenday. All stormlords could walk on water at will.
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Darkness, Lightning Bolt
2/Day: Invisibility
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
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