SUB-BOSS ENCOUNTER: Gorth, a Cultist Priest; 2 Cultist Acolytes and 2 Cultist Guards
GORTH - Cultist Priest
Medium humanoid (human), Chaotic Evil
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Armor Class: 20 (Plate, Shield)
Hit Points: 44 (8d8 + 8)
Speed: 20 ft.
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Str: 13 Dex: 10 Con: 13 Int: 12 Wis: 14 Chr: 14
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Saves: Constitution +4, Wisdom +5, Charisma +5
Skills: Insight+5, Medicine +5, Perception +5, Persuasion+5, Religion +4
Languages: Common, Abyssal, Infernal, Orc
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Abyssal Glory. Gorth can expend a 1st-level spell slot to deal an additional 2d6 points of necrotic damage. Each additional level of the spell slot increases the damage by +1d6.
Guided Strike (1/Day). Gorth can use his channel divinity to gain a +10 to his attack roll, applying the bonus even after the roll, but before the outcome of the attack is determined.
War Caster. Gorth has advantage on Constitution saving throws to maintain concentration on spells when he takes damage.
War Priest. Gorth can make a second melee attack as a bonus action when he makes a melee attack.
Spellcasting. Gorth is a 5th-level caster. Spell save is DC 13 and +5 to attack rolls with spells. Gorth has the following spells prepared:
Cantrips (at will): Light, Resistance, Sacred Flame, Toll the Dead
1st Level (4 slots): Command, Inflict Wounds, Necrotic Bolt, Shield of Faith
2nd Level (3 slots): Aid, Silence, Spiritual Weapon
3rd Level (2 slots): Dispel Magic, Spirit Guardians
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Actions:
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage.
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Cultist Acolyte
Medium humanoid (human), Chaotic Evil
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Armor Class: 18 (Chain, Shield)
Hit Points: 17 (3d8 + 3)
Speed: 20 ft.
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Str: 12 Dex: 10 Con: 12 Int: 10 Wis: 14 Chr: 12
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Saves: Wisdom +4, Charisma +3
Skills: Medicine +4, Religion +2
Languages: Common, Abyssal
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Spellcasting. The Cultist Acolyte is a 1st-level caster. Spell save is DC 12 and +4 to attack rolls with spells. The Acolyte Cultist has the following spells prepared:
Cantrips (at will): Light, Sacred Flame, Toll the Dead
1st Level (2 slots): Divine Favor, Inflict Wounds, Necrotic Bolt, Shield of Faith
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Actions:
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 5 (1d6+1) bludgeoning damage.
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Cultist Guard
Medium humanoid (human), Chaotic Evil
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Armor Class: 18 (Chain, Shield)
Hit Points: 20 (3d8 + 6)
Speed: 20 ft.
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Str: 14 Dex: 10 Con: 14 Int: 10 Wis: 8 Chr: 8
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Saves: Strength +4, Constitution +4
Skills: Intimidation +2
Languages: Common, Abyssal
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Second Wind (Recharges after a Short or Long Rest). As a bonus action, the Cultist Guard can regain 7 hit points.
Savage Attacker. The Cultist Guard gains +1 to damage with melee attacks (inlcuded below).
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Actions:
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 8 (1d8+3) slashing damage.
So, that's the sub-boss encounter. I am aiming for Gorth to be CR 4 and the Cultist Acolytes and Cultist Guards to be CR 1. It works okay if they are closer to CR 5 and CR 1/2 for the others, though.
If the CRs are way off, please offer feedback and thanks again.