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.