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

