Page 259 - Monster Manual Expanded III Dragonix
P. 259

Cult Leader                                           Cantrips (at will): light, sacred flame (2d8), thaumaturgy, toll the
                                                                  dead (2d8 or 2d12)
          Medium humanoid (any race), any non-good alignment
                                                                1st level (4 slots): command, inflict wounds, shield of faith
                                                                2nd level (3 slots): blindness/deafness, hold person, spiritual
          Armor Class 13 (leather armor)
                                                                  weapon
          Hit Points 52 (8d8 + 16)
                                                                3rd level (3 slots): glyph of warding, motivational speech, spirit
          Speed 30 ft.
                                                                  guardians
                                                                Legendary Actions
              STR           DEX           CON           INT           WIS           CHA
                 10 (+0)      14 (+2)       14 (+2)      10 (+0)     16 (+3)      14 (+2)
                                                                The cult leader can take 3 legendary actions, choosing from the
                                                                options below. Only one legendary action option can be used at a
          Saving Throws Wis +6, Cha +5
                                                                time and only at the end of another creature's turn. The cult leader
          Skills Deception +5, Persuasion +5, Religion +6
                                                                regains spent legendary actions at the start of its turn.
          Senses passive Perception 13
                                                                Move. The cult leader moves up to half its speed without provoking
          Languages any one language (usually Common)
                                                                  opportunity attacks.
          Challenge 5 (1,800 XP)       Proficiency Bonus +3
                                                                Beguile. The cult leader targets a creature it can see within 30 feet
                                                                  of it. If the target can see or hear the cult leader, the target must
          Dark Devotion. The cult leader has advantage on saving throws
                                                                  succeed on a DC 14 Wisdom saving throw or be charmed until the
          against being charmed or frightened.
                                                                  end of its next turn.
          Legendary Resistance (1/Day). If the cult leader fails a saving throw,   Cantrip. The cult leader casts a cantrip.
          it can choose to succeed instead.                     Dark Exhortation (Costs 2 Actions). The cult leader targets one
          Actions                                                 ally it can see within 30 feet of it. If the target can see or hear the
                                                                  cult leader, the target can use its reaction to move up to half its
          Multiattack. The cult leader makes two melee attacks.    speed and make one melee weapon attack with advantage on the
                                                                  attack roll.
          Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
          range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.  Reactions
          Spellcasting. The cult leader is a 6th-level spellcaster. Its   Protective Thrall. When the cult leader is hit by an attack, one ally
          spellcasting ability is Wisdom (save DC 14, +6 to hit with spell   within 5 feet of the cult leader must use its reaction to be hit by the
          attacks). The cult leader has the following cleric spells prepared:  attack instead.
                                                                .
       258          Appendix A. NonPlayer Characters
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