Kassoon

This is homebrew, submitted by a member of the community.

Cult Priest

Cult Priest

Medium humanoid (human), chaotic neutralMedium humanoid (human), chaotic neutral
Armor Class 17 (breastplate)17 (breastplate)
[~<13]
+/-/*
Hit Points 50 (9d8+36)50 ([9d8+36])
[~1-6]
Speed 30 ft.30 ft.

STR
12 (+1)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
14 (+2)

Token URL:
Saving Throws Wis +4, Cha +3 Wis [+4], Cha [+3]
Skills
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses passive Perception 14passive Perception 14
Languages CommonCommon
PB +3
Challenge 7 (2,900 XP)

[+instructions]

Enthrall (Recharge d6: 5+). As a bonus action, the cult priest can temporarily dominate a humanoid creature. The target creature must make a DC 15 Charisma save, or on its next turn the target acts as the cult priest desires.

Spells. The cult priest is a 9th-level caster. Its spellcasting ability is Wisdom (DC 15, +7 to hit).
At will: friends, resistance
1st level (4): bane, bless, cure wounds, inflict wounds, shield of faith
2nd level (3): hold person, silence, spiritual weapon
3rd level (3): bestow curse, protection from energy, tongues
4th level (3): death ward, summon nightgaunt
5th level (1): flame strike

[b]Enthrall (Recharge [d6]: 5+).[/b] As a bonus action, the cult priest can temporarily dominate a humanoid creature. The target creature must make a DC 15 Charisma save, or on its next turn the target acts as the cult priest desires.

[b]Spells.[/b] The cult priest is a 9th-level caster. Its spellcasting ability is Wisdom (DC 15, [+7] to hit).
At will: [spell]friends[/spell], [spell]resistance[/spell]
1st level (4): [spell]bane[/spell], [spell]bless[/spell], [spell]cure wounds[/spell], [spell]inflict wounds[/spell], [spell]shield of faith[/spell]
2nd level (3): [spell]hold person[/spell], [spell]silence[/spell], [spell]spiritual weapon[/spell]
3rd level (3): [spell]bestow curse[/spell], [spell]protection from energy[/spell], [spell]tongues[/spell]
4th level (3): [spell]death ward[/spell], [spell]summon nightgaunt[/spell]
5th level (1): [spell]flame strike[/spell]

Actions

[~Hit +2, DC <13, DPR 0-1]

Morningstar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8+2) slashing damage.

[b]Morningstar.[/b] Melee weapon attack: [+4] to hit, reach 5 ft., one target. Hit: 4 ([1d8+2]) slashing damage.

Legendary Actions

 

Details

The cult priest is in charge of Great Cthulhu’s machinations in a particular city or region, directing cultists, plotting sinister schemes, and enticing others to heed the call of Great Cthulhu. A seductive presence, the cult priest is an effective recruiter, comfortable in the halls of power. Some cult priests still have lives outside the cult, but most operate the cult full-time from the safety of a hidden shrine or other secret headquarters.

Most cult priests have some sort of personal magnetism working in their favor, whether it is conventional beauty or an otherwise commanding presence. In total control of the cult, they are worshiped almost as much as Great Cthulhu himself. All that kowtowing and genuflection makes most cult priests arrogant and even disdainful of the ordinary cultists. Only a few have the presence of mind to understand Cthulhu’s dream-whisperings, after all. The rest are just cattle being led to the slaughter. Most cult priests don’t stay cult priests for long. Some are consumed by the very horrors they bring into the world, while others sacrifice themselves willingly in the cause of some world-damning evil, and others still undergo magical transformations into all manner of monsters. Great Cthulhu isn’t known for his generous retirement programs.

The cult priest is in charge of Great Cthulhu’s machinations in a particular city or region, directing cultists, plotting sinister schemes, and enticing others to heed the call of Great Cthulhu. A seductive presence, the cult priest is an effective recruiter, comfortable in the halls of power. Some cult priests still have lives outside the cult, but most operate the cult full-time from the safety of a hidden shrine or other secret headquarters.

Most cult priests have some sort of personal magnetism working in their favor, whether it is conventional beauty or an otherwise commanding presence. In total control of the cult, they are worshiped almost as much as Great Cthulhu himself. All that kowtowing and genuflection makes most cult priests arrogant and even disdainful of the ordinary cultists. Only a few have the presence of mind to understand Cthulhu’s dream-whisperings, after all. The rest are just cattle being led to the slaughter. Most cult priests don’t stay cult priests for long. Some are consumed by the very horrors they bring into the world, while others sacrifice themselves willingly in the cause of some world-damning evil, and others still undergo magical transformations into all manner of monsters. Great Cthulhu isn’t known for his generous retirement programs.
 
Source Primeval Thule Campaign Setting p. 239
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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