[Strixhaven Bestiary] Cult Overlord

by RBSkald

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Cult Overlord

Cult 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

Medium Humanoid (Any Race, Warlock), Typically Evil


  • Armor Class 13 (16 with mage armor)
  • Hit Points 149 (23d8 + 46)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 17 (+3) 16 (+3) 22 (+6)

  • Saving Throws Con +8, Wis +9, Cha +12
  • Skills Deception +12, Persuasion +12, Religion +15
  • Damage Resistances damage from spells
  • Senses passive Perception 13
  • Languages any four languages
  • Challenge 18 (20,000 XP) ______ Proficiency Bonus +6

Dark Devotion. The overlord has advantage on saving throws against being charmed or frightened.

Magic Resistance. The overlord has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The overlord makes four Crackling Beam attacks or two attacks with its dagger. It can replace one of the dagger attacks with a use of Spellcasting.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Crackling Beam. Ranged Spell Attack: +12 to hit, reach 120 ft., one target. Hit: 11 (1d10 + 6) force damage.

Fiery Explosion (Recharge 4–6). The overlord creates a magical explosion of fire centered on a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Death Curse (1/Day). The overlord compels one creature it can see within 60 feet of it to die instantly. If the creature has 100 hit points or fewer, it dies. Otherwise, there is no effect.

Spellcasting. The overlord casts one of the following spells at 5th level, using Charisma as the spellcasting ability (save DC 20, +12 to hit with spell attacks):

At will: friends, levitate (self only), light, mage armor (self only), mage hand, thaumaturgy
3/day each: blindness/deafness, command, darkness
1/day each: bestow curse, scatter (XGE), stinking cloud

Bonus Actions

Shadow Step. The overlord teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it.

Reactions

Scolding Inferno (3/Day). A creature that damages the overlord is scorched by hellfire. The creature must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The overlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The overlord regains spent legendary actions at the start of its turn.

  • Magecraft. The overlord uses Spellcasting or Shadow Step.

  • Mind Shatter (Costs 2 Actions). The overlord blasts the mind of a creature that it can see within 120 feet of it, dealing 14 (4d6) psychic damage to it and forcing it to make a DC 20 Intelligence saving throw. On a failed save, the creature's Intelligence score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. If a target's saving throw is successful or the effect ends for it, the target is immune to this overlord's Mind Shatter for the next 24 hours.

  • Induce Nightmares (Costs 3 Actions). The overlord torments a group of creatures with visions of their fears and traumas. Each creature of the overlord's choice within 30 feet of it must make a DC 20 Wisdom saving throw. On a failed save, a creature becomes frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, 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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