Kassoon

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

Yeenoghu Cult Leader

Yeenoghu Cult Leader

Medium Creature, Chaotic EvilMedium Creature, Chaotic Evil
Armor Class 18 (Plate)18 (Plate)
[~<13]
+/-/*
Hit Points 229 (27d8 + 108)229 ([27d8 + 108])
[~1-6]
Speed 30 ft.30 ft.

STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)

Token URL:
Saving Throws Str +9, Dex +7, Con +8 Str +9, Dex +7, Con +8
Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8 Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Damage Vulnerabilities -
Damage Resistances -
Damage Immunities -
Condition Immunities - -
Senses Passive Perception 15Passive Perception 15
Languages Common, Abyssal, GnollCommon, Abyssal, Gnoll
PB +4
Challenge 12 (8,400 XP)

[+instructions]

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

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

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.
 

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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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