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Emerald Order Cult Leader 2014

CR 8 humanoid

Medium humanoid, lawful neutral or evil


Armor Class
14 (breastplate)
Hit Points
117 (18d8+36)
Speed
30 ft.

STR10 (+0)
DEX10 (+0)
CON14 (+2)
INT15 (+2)
WIS20 (+5)
CHA15 (+2)

Saving Throws
Intelligence +5, Wisdom +8, Charisma +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 (3,900 XP) · Proficiency Bonus +3

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

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.

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.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details