Emerald Order Cult Leader

Tome of Beasts (Third Party)

Size
Medium
Type
humanoid (any race)
Alignment
lawful neutral or evil
AC
14 (breastplate)
Hit Points
117 (18d8+36)
Speed
walk 30 ft.
Saving Throws
Int +5, Wis +8, Cha +5
Skills
Arcana +5, Deception +5, History +5, Religion +5
Resistances
cold, fire, lightning
Senses
darkvision 60 ft.
Passive Perception
15
Languages
any three languages
Challenge
8
STR
10
+0
DEX
10
+0
CON
14
+2
INT
15
+2
WIS
20
+5
CHA
15
+2

Traits

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.

Other data

description