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.
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.
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
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