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
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.
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
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1/21/2020 6:00:35 PM
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1/23/2020 5:01:48 PM
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1/23/2020 6:47:31 PM
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2/3/2020 2:30:54 PM
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