Medium Undead, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 260 (40d8 + 80)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +9, WIS +11, CHA +9
Skills History +9, Insight +11, Perception +11, Religion +15
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Touch of Death(2/day). The High Priest of the Hierophant channels it's divinely gifted energy to drain the life of a target. When the High Priest of the Hierophant damages a creature it can add 35 necrotic damage.

Inescapable Destruction. The High Priest of the Hierophant ignores necrotic resistance when damaging a target.

Legendary Resistance (3/Day). If the High Priest of the Hierophant fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed High Priest of the Hierophant gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The High Priest of the Hierophant is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The High Priest of the Hierophant has the following cleric spells prepared:

Cantrips (at will): Toll the dead, thaumaturgy, spare the dying, sacred flame

1st level (4 slots): Fales life, ray of sickness, inflict wounds

2nd level (3 slots): Blindness/deafness, ray of enfeeblement, spiritual weapon

3rd level (3 slots): Animate dead, vampiric touch, bestow curse

4th level (3 slots): Blight, death ward, guardian of faith

5th level (2 slots): Antilife shell, cloud kill, unholy weapon

6th level (1 slot): Circle of death, harm

7th level (1 slot): plane shift, finger of death

8th level (1 slot): Abi-Dalzims horrid wilting

9th level (1 slot): Power word kill

Turn Resistance. The High Priest of the Hierophant has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The High Priest of the Hierophant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The High Priest of the Hierophant regains spent legendary actions at the start of its turn.

Cantrip. The High Priest of the Hierophant casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The High Priest of the Hierophant uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The High Priest of the Hierophant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the High Priest of the Hierophant must make a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

High Priest of the Hierophant’s Lair

The High Priest of the Hierophant often haunts the abode it favored in life, such as a temple to Myrkel, a haunted ruin, or an academy of black magic. Alternatively, a secretly construct tomb filled with powerful guardians and traps.

Everything about the High Priest of the Hierophant’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the High Priest of the Hierophant’s work.

The High Priest of the Hierophant encountered in its lair has a challenge rating of 19 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the High Priest of the Hierophant can take a lair action to cause one of the following magical effects; the High Priest of the Hierophant can’t use the same effect two rounds in a row:

  • The High Priest of the Hierophant rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The High Priest of the Hierophant targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the high Priest of the Hierophant to the target. Whenever the High Priest of the Hierophant takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, the High Priest of the Hierophant takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the High Priest of the Hierophant or the target is no longer in the High Priest of the Hierophant’s lair.
  • The High Priest of the Hierophant calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the High Priest of the Hierophant can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2020 5:40:30 PM
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Damakos69

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