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Emerald Order Cult Leader

Medium · Humanoid · CR 8 · Lawful Neutral Or Evil

Source. Tome of Beasts
Armor Class
14 (breastplate)
Hit Points and Hit Dice
117 (18d8+36)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
10
+0
CON
14
+2
INT
15
+2
WIS
20
+5
CHA
15
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Lawful Neutral Or Evil
XP 3900
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Saving Throws

Intelligence +5 Wisdom +8 Charisma +5

Skills

Arcana +5 Deception +5 History +5 Religion +5

Languages

any three languages

Resistances & Immunities

Damage Resistances
cold, fire, lightning

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

Traits

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

Mace

+3 to hit, reach 5 ft (1.5 m). Hit: 1d6 bludgeoning damage.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Multiattack

The Emerald Order cult leader makes one melee attack and casts a cantrip.

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.

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 evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 117 hit points (derived from 18d8+36).

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

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

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

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

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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