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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Emerald Order Cult Leader/

Emerald Order Cult Leader

Emerald Order Cult Leader

Medium Humanoid (any race), lawful neutral or evil
  • Armor Class 14 (breastplate)
  • Hit Points 117 (18d8+36)
  • Speed 30 ft.
  • STR
    10 (+0)
  • DEX
    10 (+0)
  • CON
    14 (+2)
  • INT
    15 (+2)
  • WIS
    20 (+5)
  • CHA
    15 (+2)
  • Saving Throws Int +5, Wis +8, Cha +5
  • Skills Arcana +5, Deception +5, History +5, Religion +5
  • Damage Resistances cold, fire, lightning
  • Senses darkvision 60 ft., passive Perception 15
  • Languages any three languages
  • Challenge 8 (3,900 XP)
  • Key of Prophecy. The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.
  • Innate Spellcasting. the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:

    2/day each: detect thoughts, dimension door, haste, slow

    1/day each: suggestion, teleport
  • Spellcasting. the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:

    cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy

    1st level (4 slots): cure wounds, identify, guiding bolt

    2nd level (3 slots): lesser restoration, silence, spiritual weapon

    3rd level (3 slots): dispel magic, mass healing word, spirit guardians

    4th level (3 slots): banishment, death ward, guardian of faith

    5th level (2 slots): flame strike

Actions

  • Multiattack. The Emerald Order cult leader makes one melee attack and casts a cantrip.
  • Mace. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.

Reactions

  • Esoteric Vengeance. As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

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