This is homebrew, submitted by a member of the community.
Yeenoghu Cult Leader
Yeenoghu Cult Leader
Medium Creature, Chaotic EvilMedium Creature, Chaotic Evil
Indomitable (3/Day). The Cult Leader can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hipt point but fewer hit points than half its hit point maximum.
Flail of Paralysis. The first target the Cult Leader hits with an attack on each turn must succeed on a DC 13 Constitution Saving throw or be paralyzed until the end of its next turn.
Magic Weapons. The Cult Leader's weapon attacks are considered magical.
[b]Indomitable (3/Day).[/b] The Cult Leader can reroll a saving throw it fails. It must use the new roll.
[b]Survivor.[/b] The warlord regains 10 hit points at the start of its turn if it has at least 1 hipt point but fewer hit points than half its hit point maximum.
[b]Flail of Paralysis.[/b] The first target the Cult Leader hits with an attack on each turn must succeed on a DC 13 Constitution Saving throw or be paralyzed until the end of its next turn.
[b]Magic Weapons.[/b] The Cult Leader's weapon attacks are considered magical.
Actions
Multiattack. The Cult Leader makes two weapon attacks.
Great Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage plus 5 (1d10) necrotic damage.
Lair Actions
On initiative count 20 (losing initiative ties), the Cult Leader can take a lair action to cause one of the following effects; they cannot use the same effect two rounds in a row.
- The Cult Leader causes and iron spike, 5 feet tall and 1 inch in diameter, to burst from the ground at a point he can see within 60 feet of them. Any creature in the space where the spike emerges must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 13 (3d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
- Each gnoll or hyena that the Cult Leader can see can use its reaction to move up to its speed.
- Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
[b]Multiattack.[/b] The Cult Leader makes two weapon attacks.
[b]Great Flail.[/b] [i]Melee Weapon Attack:[/i] [+9] to hit, reach 5 ft., one target. [i]Hit:[/i] 16 ([2d10+5]) bludgeoning damage plus 5 ([1d10]) necrotic damage.
[big]Lair Actions[/big]
On initiative count 20 (losing initiative ties), the Cult Leader can take a lair action to cause one of the following effects; they cannot use the same effect two rounds in a row.
[*] The Cult Leader causes and iron spike, 5 feet tall and 1 inch in diameter, to burst from the ground at a point he can see within 60 feet of them. Any creature in the space where the spike emerges must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 13 ([3d8]) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
[*] Each gnoll or hyena that the Cult Leader can see can use its reaction to move up to its speed.
[*] Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Legendary Actions
The Cult Leader cna take 3 legendary actions, choosing from the options below. Only one legendary action optoin can be used at a time and only at the end of another creature's turn. The Cult Leader regains spend legendary actions at the start of its turn.
Weapon Attack. The Cult leader makes a weapon attack.Command Ally. The Cult Leader targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The Cult Leader targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the Cult Leader's next turn.
The Cult Leader cna take 3 legendary actions, choosing from the options below. Only one legendary action optoin can be used at a time and only at the end of another creature's turn. The Cult Leader regains spend legendary actions at the start of its turn.
[b]Weapon Attack.[/b] The Cult leader makes a weapon attack.
[b]Command Ally.[/b] The Cult Leader targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
[b]Frighten Foe (Costs 2 Actions).[/b] The Cult Leader targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the Cult Leader's next turn.
Details
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