Emerald Order Cult Leader

Medium humanoid (any race), lawful neutral or evil

Armor Class

14 (breastplate)

Hit Points

117 (18d8+36)

Speed

walk 30 ft.

Saves

Int +5, Wis +8, Cha +5

Skills

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

Damage Resistances

cold, fire, lightning

Senses

darkvision 60 ft.

Languages

any three languages

Challenge

8

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.