b'Cult Leader \n'b'  Medium   humanoid  (any race),  lawful neutral or lawful evil  \n'b'  Armor Class  15 (Divine Blessing)  Hit Points  156 (24d8 + 48)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  10 (+0)  CON:  14 (+2)  INT:  15 (+2)  WIS:  20 (+5)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +5,  Wis  +8,  Cha  +5  Skills   Arcana  +5,  Deception  +5,  History  +5,  Religion  +5  Senses   darkvision  60 ft., passive  Perception  15  Languages  any three languages  Challenge  8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blessed Weapons . The cult leader\xe2\x80\x99s weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). \n'b'  Divine Blessing . While the cult leader is conscious and wearing no armor and wielding no shield, it adds its  Wisdom  modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being  charmed  or  frightened . \n'b'  Prophetic Tactics . The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader\xe2\x80\x99s turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cult leader makes three Mace or Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b'  Mace .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage. \n'b'  Radiant Bolt .  Ranged Spell Attack : +8 to hit, range 60 ft., one target.  Hit : 18 (3d8 + 5) radiant damage. \n'b'  Spellcasting . The cult leader casts one of the following spells, requiring no material components and using  Wisdom  as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b'  At will :  command ,  light ,  thaumaturgy  \n'b'  3/day each :  detect thoughts ,  dimension door ,  silence ,  slow  \n'b'  1/day each :  divination ,  freedom of movement  \n'b'\n'b' REACTIONS \n'b'\n'b'  Esoteric Vengeance . When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage. \n'b'\n'b' ABOUT \n'b' A cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult\xe2\x80\x99s goals are met.'