(NPC) Cult Overlord - GM Binder

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Cult Overlord

C
ult overlords possess an overwhelming level of
arcane power and charisma, enabling them to
dominate over secret societies. If left unchecked,
an overlord's ambitions will wreck much havoc.

Cult Overlord Spellcasting. The overlord casts one of the following


spells at 5th-level, using Charisma as the spellcasting
Medium humanoid (any race, warlock)
ability (save DC 20, +12 to hit with spell attacks):

Armor Class 13 (16 with mage armor) At will: friends, levitate (self only), light, mage armor
Hit Points 149 (23d8 + 46) (self only), mage hand, thaumaturgy

Speed 30 ft. 3/day each: blindness/deafness, command, darkness

1/day each: bestow curse, mislead, stinking cloud

STR DEX CON INT WIS CHA Bonus Actions


10 (+0) 16 (+3) 15 (+2) 17 (+3) 16 (+3) 22 (+6) Shadow Step. The overlord teleports, along with any
equipment it is wearing or carrying, to an unoccupied
Saving Throws Con +8, Wis +9, Cha +12 space it can see within 30 feet of it.
Skills Deception +12, Persuasion +12, Religion +15
Damage Resistances damage from spells
Senses passive Perception 13 Reactions
Languages any four languages Scolding Inferno (3/Day). A creature that damages the
Challenge 18 (20,000 XP) ______ Proficiency Bonus +6 overlord is scorched by hellfire. The creature must
make a DC 20 Dexterity saving throw, taking 33 (6d10)
Dark Devotion. The overlord has advantage on saving fire damage on a failed save, or half as much damage on
throws against being charmed or frightened. a successful one.
Magic Resistance. The overlord has advantage on saving
throws against spells and other magical effects. Legendary Actions
The overlord can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action can
be used at a time and only at the end of another
Multiattack. The overlord makes four crackling beam
creature's turn. The overlord regains spent legendary
attacks or two dagger attacks. It can replace one of the
actions at the start of its turn.
dagger attacks with a use of Spellcasting.
Magecraft. The overlord uses Spellcasting or Shadow
Dagger. Melee or Ranged Weapon Attack: +9 to hit,
Step.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage. Mind Shatter (Costs 2 Actions). The overlord blasts the
mind of a creature that it can see within 120 feet of it,
Crackling Beam. Ranged Spell Attack: +12 to hit, reach
which forces the creature to take 14 (4d6) psychic
120 ft., one target. Hit: 11 (1d10 + 6) force damage.
damage and make a DC 20 Intelligence saving throw.
Fiery Explosion (Recharge 4–6). The overlord creates a On a failed save, the creature's Intelligence score is
magical explosion of fire centered on a point it can see reduced to 0. The target is stunned until it regains at
within 120 feet of it. Each creature in a 20-foot-radius least one point of Intelligence.
sphere centered on that point must make a DC 20
Induce Nightmares (Costs 3 Actions). The overlord
Dexterity saving throw, taking 35 (10d6) fire damage
consumes a group of creatures with visions of their
on a failed save, or half as much damage on a
deepest fears and traumas. Each creature of the
successful one.
overlord's choice within 30 feet of it must make a DC
Death Curse (1/Day). The overlord compels one creature 20 Wisdom saving throw. On a failed save, a creature
it can see within 60 feet of it to die instantly. If the becomes frightened for 1 minute. The creature can
creature has 100 hit points or fewer, it dies. Otherwise, repeat the saving throw at the end of each of its turns,
there is no effect. ending the effect on itself on a success.

Image Credits:
Extus, Oriq Overlord. Chase Stone (chasestoneart.com)
D&D Watercolor Stains. Jared Ondricek (watercolors.giantsoup.com)
Dungeon Delver's Depot — by R.B. Skald
 
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