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Baphomet Cultist leader in Dungeons & Dragons 5e

Baphomet Cultist leader

Medium humanoid, any evil
Armor Class 15
Hit Points 119
Speed 40ft

STR
18 +4
DEX
11 0
CON
17 +3
INT
10 0
WIS
16 +3
CHA
8 -1

Skills Intimidation +7, Perception +7
Senses Darkvision 60 ft; passive Perception 17
Languages Common, Abyssal
Challenge 5 (1800 XP)

Its spellcasting ability is Wisdom (spell save DC 16, +6 to hit with spell attacks). The leader has the following spells prepared:   Cantrips (at will): Thorn whip, True strike, Absorb elements   1st level (4 slots): Hunter's mark, Bane, Cause fear   2nd level (3 slots): Beast sense,   3rd level (2 slots): Slow  


Improved Critical. The cultist's weapon attacks score a critical hit on a roll of 19 or 20.   Labyrinthine Recall. The cultist can perfectly recall any path it has traveled.   Incite the Hunters (Recharges after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.   Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target ifit is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.


Actions

Maul: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) Bludgeoning damage.    


 

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