Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 17 (half plate)
Hit Points 188 (25d8 + 75)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws INT +6, WIS +9
Skills Deception +7, Perception +9, Persuasion +7, Religion +6
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Passive Perception 19
Languages Any one language (usually Common)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The cult leader is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The cult leader has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): bane, guiding bolt inflict wounds, shield of faith

2nd level (3 slots): aid, hold person, spiritual weapon

3rd level (3 slots): animate dead, bestow curse,  dispel magic, spirit guardians

4th level (3 slots): banishment, death ward, freedom of movement

5th level (2 slots): flame strike, insect plague

6th level (1 slots): heal, word of recall

7th level (1 slots): fire storm

8th level (1 slots): earthquake 

Actions

Multiattack. The cult leader makes two weapon attacks.

Rapier. Melee  Weapon Attack: +8 to hit, reach 5 ft. one creature. Hit: 8 (1d8 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d4 + 3) piercing damage.

Legendary Actions

The cult leader can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cult leader regains spent legendary actions at the start of its turn.

Cantrip: The cult leader casts a cantrip

Blaspheme: (Costs 2 Actions). The cult leader utters a blasphemous word. Each non-undead creature within 10 feet of the cult leader that can hear the magical utterance must succeed on a DC 15 Constitution saving throw or be stunned until the end of the cult leader's next turn.

Spell: (Costs 3 Actions).  The cult leader casts a spell from its list of prepared spells, expending a spell slot as normal.

Previous Versions

Name Date Modified Views Adds Version Actions
1/21/2020 6:00:35 PM
2
0
--
Coming Soon
1/23/2020 5:01:48 PM
2
0
--
Coming Soon
1/23/2020 6:47:31 PM
2
0
--
Coming Soon
2/3/2020 2:30:54 PM
19
1
--
Coming Soon

Monster Tags: NPC

Habitat: Urban

TheSweetMan

Comments

Posts Quoted:
Reply
Clear All Quotes