Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 13 (metal-woven robes)
Hit Points 50 (7d8 + 5)
Speed 30 ft., Fly 20 ft. Can hover up to 5 ft. off of the ground or whatever surface they start on. If they move more than 20 ft. from the edge of the ground when they first began to fly, they fall to 5 ft off of the lower level, taking no fall damage.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +4, WIS +5
Skills Arcana +8, Deception +4, Persuasion +6, Religion +5
Damage Vulnerabilities Radiant
Damage Resistances Poison, Psychic
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight, Passive Perception 13
Languages Infernal :They are fluent in infernal, and do not need to roll a wisdom saving throw to determine their level of understanding. Knows any race-included languages.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The priest is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +5 to hit with spell attacks). The priest has the following spells prepared:

Cantrips (at will): light, sacred flame, spare the dying, [Tooltip Not Found]

1st level (5 slots): inflict wounds, guiding bolt, command, [Tooltip Not Found], ray of sickness

2nd level (4 slots): blindness/deafness, spiritual weapon, silence, protection from poison

3rd level (4 slots): dispel magic, animate dead,  speak with dead

4th level (2 slots): blight, banishment

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

 Poison:  Assasin's Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Can be transmitted through a wound, or placed on a dagger for combination damage.

Description

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

The third level within the Cult of Light, one Priest is assigned per city, with 3 Fanatics and any number of Acolytes (usually no more than 10). 

Monster Tags: NPC

Habitat: Urban

threefreefleas

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