Cult Priest
A priest is the one member of a cult who knows what the rite is actually for. They stand behind the line, and the fight ends when they do: cultists who watch the mask come off scatter inside a round.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 13
- Hit points
- 58 (9d8 + 18)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 13 +1 save +1
- CON 14 +2 save +2
- INT 13 +1 save +1
- WIS 17 +3 save +5
- CHA 15 +2 save +4
- Skills
- Deception +4 , Persuasion +4 , Religion +3
- Passive Perception
- 13
- Languages
- Common, Ebon Liturgy
- Found in
- Rift Breach , Settlement
Equipment
Traits
-
The mask
While the mask is on, the priest is immune to being Frightened, and any cultist within 30 feet that can see it has advantage on saves against being Frightened.
-
Broken
If the priest drops to 0 hit points, every allied cultist within 60 feet that can see it must make a DC 13 Wisdom save or be Frightened of the party for 1 minute.
Actions
-
Multiattack
Makes two ritual dagger attacks, or casts one channel.
-
Ritual dagger
+3 to hit · reach 5 ft.
1d4 + 1 piercing damage
Plus 1d6 necrotic damage if the priest is at half hit points or fewer.
-
Wither
One creature within 60 feet makes a DC 13 Constitution save, taking 4d8 necrotic damage on a failure or half as much on a success. The priest regains hit points equal to half the damage dealt.
-
Call the congregation
Recharges after a long rest. Every allied cultist within 60 feet may use its reaction to move up to its Speed toward the priest.