Armor Class 15 (Divine Blessing)
Hit Points 156 (24d8 + 48)
Speed 30 ft.
Saving Throws Int +5, Wis +8, Cha +5
Skills Arcana +5, Deception +5, History +5, Religion +5
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 15
Languages any three languages
Challenge 8 (3,900 XP)
Blessed Weapons. The cult leader's 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).
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.
Prophetic Tactics. The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's 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's next turn.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage.
Radiant Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage.
Spellcasting. The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: command, light, thaumaturgy
3/day each: detect thoughts, dimension door, silence, slow
1/day each: divination, freedom of movement
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.