High Priest
Medium Humanoid
- Armor Class: 18
- Hit Points: 82 (11d8+33)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie, page 489
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
12 (+1) |
18 (+4) |
16 (+3) |
- Saving Throws: Int +4, Wis +7, Cha +6
- Skills: medicine +7, insight +7, persuasion +6, religion +4
- Senses: passive Perception 14
- Languages: any three
Special Abilities
- Spellcasting: The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15
+7 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
detect evil and good
healing word
2nd-level (3 slots): augury
hold person
zone of truth
3rd-level (3 slots): daylight
remove curse
4th-level (3 slots): divination
guardian of faith
revivify
5th-level (2 slots): flame strike
greater restoration
raise dead
6th-level (1 slots): heal
Actions
- Mace: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 15 Dexterity saving throw taking 13 (3d8) radiant damage on a failure. This spell ignores cover.
- Hold Person (2nd-Level; V, S, M, Concentration): One humanoid the priest can see within 60 feet makes a DC 15 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Guardian of Faith (4th-Level; V): A Large indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.
- Flame Strike (5th-Level; V, S, M): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 15 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 6 (1d4 + 4) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
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