Emerald Order Cult Leader
Medium Humanoid, 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)
Damage Resistances
cold, fire, lightning
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Int +5, Wis +8, Cha +5
Skills
Arcana +5, Deception +5, History +5, Religion +5
Languages
any three languages
Challenge
8 (3900 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.