Cueyatl Moon Priest
Small Humanoid lawful evil
- Armor Class: 13 (studded leather)
- Hit Points: 81 (18d6+18)
- Speed: climb 20 ft. swim 30 ft. walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 68
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
12 (+1) |
10 (+0) |
16 (+3) |
12 (+1) |
- Saving Throws: Con +4
- Skills: medicine +6, perception +6, religion +3
- Senses: darkvision 60 ft., passive Perception 16
- Languages: Common, Cueyatl
Special Abilities
- Amphibious: The cueyatl can breathe air and water.
- Jungle Camouflage: The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.
- Slippery: The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.
- Standing Leap: The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
- Spellcasting: The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, spare the dying
1st level (4 slots): bane, cure wounds, protection from evil and good
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (2 slots): bestow curse, spirit guardians
Actions
- Morningstar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) poison damage.
- Night's Chill (Recharge 5-6): The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.
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