High Priest
Medium Humanoid. CR 6, AC 18, 82 HP. Traits: Spellcasting.
- Armor class
- 18
- Hit points
- 82
- Challenge
- 6
- Creature type
- Humanoid
- Size
- Medium
Stat block
- Cha
- 16
- Con
- 16
- Dex
- 10
- Int
- 12
- Str
- 14
- Wis
- 18
- Speed
- Walk: 30
- Senses
- passive Perception 14
- Skills
- Insight: 7; Medicine: 7; Religion: 4; Persuasion: 6
- 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.
- Languages
- any three
- Saving throws
- Wisdom: 7; Charisma: 6; Intelligence: 4
- 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
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).