Cult Leader

Medium humanoid (any race), any non-good alignment

Armor Class

11 (14 with mage armor)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Saves

Con +5, Wis +6, Cha +6

Skills

Deception +6, Intimidation +6, Perception +6, Persuasion +6, Religion +6

Languages

Common and two others

Challenge

7

Dark Devotion

The cult leader has advantage on saving throws against being charmed or frightened.

Dark Luck

When the cult leader makes an ability check or a saving throw, it can add a d6 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Spellcasting

The cult leader is a 9th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The cult leader can cast the following spells • Cantrips (at will): light, resistance, sacred flame, thaumaturgy 1st-level (4 slots): command, guiding bolt, inflict wounds, mage armor • 2nd level (3 slots): hold person, continual flame, spiritual weapon • 3rd level (3 slots): animate dead, bestow curse, speak with dead • 4th level (3 slots): banishment, confusion, wall of fire • 5th level (1 slot): flame strike

Actions

Multiattack

The cult leader makes two attacks.

Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 9 (2d8) poison damage.

Incite Fanaticism (1/Day)

The cult leader chooses up to four of their allies within 60 feet of them that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.