Cult Leader CR 8
Speed 20 ft.
Melee +1 morningstar +13/+8 (1d8+7)
Ranged sling +8 (1d4+6)
Special Attacks channel negative energy 4/day (DC 15, 5d6), destructive smite (+4, 6/day), surge (+12, 6/day)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—greater command (DC 18), ice stormD
4th—control waterD, freedom of movement, unholy blight (DC 17)
3rd—bestow curse (DC 16), dispel magic, prayer, water breathing, water walkD
2nd—bull’s strength, fog cloud, hold person (DC 15), slipstreamD, sound burst (DC 15), spiritual weapon
1st—command (DC 14), cure light wounds, divine favor, obscuring mist, protection from good, true strikeD
0 (at will)—create water, guidance, light, resistance
D Domain spell; Domains Destruction, Water (Oceans)
During Combat He tries to remain at range while the cultist accompanying him engages foes. He does not hesitate to channel energy, even if his ally is within range. He uses his surge granted power to keep enemies away from him, but if pressed into melee combat, he defends himself with his trident.
Morale He fights to the death.
Str 17, Dex 8, Con 16, Int 10, Wis 17, Cha 12
Base Atk +6; CMB +9; CMD 19
Feats Combat Casting, Great Fortitude, Iron Will, Power Attack, Toughness, Vital Strike
Skills Diplomacy +7, Heal +7, Knowledge (history) +4, Knowledge (religion) +10, Linguistics +4, Sense Motive +8, Spellcraft +6, Swim +14
Languages Abyssal, Common
Combat Gear potion of barkskin +4 (2); Other Gear +1 scale mail, +1 morningstar, sling with 10 bullets, ring of protection +1, ring of swimming, gold-threaded chasuble (worth 50 gp), silver ceremonial tiara (worth 150 gp), gold unholy symbol (worth 50 gp)