Emerald Order Cult Leader
Medium · Humanoid · CR 8 · Lawful Neutral Or Lawful Evil
Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any three languages
Traits
Blessed Weapons
The cult leader’s weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Divine Blessing
While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being charmed or frightened.
Prophetic Tactics
The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader’s turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader’s next turn.
Actions
Mace
+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 plus 3d8 radiant damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage.
Radiant Bolt
+8 to hit, range 60 ft (18.3 m). Hit: 3d8+5 radiant damage.
Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage.
Spellcasting
The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
- At Will: command, light, thaumaturgy
- 3/Day Each: detect thoughts, dimension door, silence, slow
- 1/Day Each: divination, freedom of movement
Reactions
Esoteric Vengeance
When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage.
About Emerald Order Cult Leader
Emerald Order Cult Leader is a medium humanoid with a Challenge Rating of 8. It has a lawful neutral or lawful evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 156 hit points (derived from 24d8 + 48).
Emerald Order Cult Leader has communication capabilities including any three languages. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Emerald Order Cult Leader
2 tips available
GM Tips: Using Emerald Order Cult Leader
When using Emerald Order Cult Leader in your D&D 5e campaign, consider these tactical approaches:
-
Significant Threat: Challenging for parties of levels 5-10
-
Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Emerald Order Cult Leader
2 strategies available
Player Guide: Facing Emerald Order Cult Leader
When your party encounters this creature, keep these strategies in mind:
-
Significant Threat: Prepare spells and resources
-
Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Emerald Order Cult Leader?
- Emerald Order Cult Leader has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Emerald Order Cult Leader?
- Emerald Order Cult Leader is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Emerald Order Cult Leader speak?
- Emerald Order Cult Leader can communicate in any three languages.
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