Medium Humanoid (Any Race, Cleric), Any Good Alignment
Armor Class 15
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
9 (-1)
DEX
10 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
20 (+5)
CHA
18 (+4)
Skills History +7, Insight +13, Persuasion +8, Religion +11
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft., Passive Perception 15
Languages Celestial plus any three languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Armored by Faith. While the archpriest is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Divine Weapons. The archpriest's melee weapon attacks are magical, and it uses its Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. When the archpriest hits with a melee attack using a weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). 
    As a bonus action, the archpriest can expend a spell slot to increase this radiant damage by 2d8 until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the radiant damage increases by an additional 1d8 for each level above 1st.

Spellcasting. The archpriest is a 19th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared.

Cantrips (at-will): guidancelightrenewal (new)sacred flamespare the dying
1st level (4 slots): blesscure woundsdetect evil and goodsanctuary
2nd level (3 slots): hold personlesser restorationspiritual weapon
3nd level (3 slots): daylightdispel magicrevivify
4th level (3 slots): banishmentdivinationguardian of faith
5th level (3 slots): communeflame strikegreater restorationhallowmass cure wounds
6th level (2 slots): healtrue seeing
7th level (1 slot): divine word
8th level (1 slot): holy aura
9th level (1 slot): mass healtrue resurrection

Turning. Undead have disadvantage on attack rolls made against the archpriest. If an undead can see or hear the archpriest, it must spend 2 feet of movement for every 1 foot it moves when moving closer to the archpriest. Any undead that attacks the archpriest while within 5 feet of it takes 9 (2d8) radiant damage on a hit or miss. An undead with a challenge rating of 2 or less that ends its turn within 30 feet of the archpriest dies instantly. While the archpriest is incapacitated, this trait does not function.

Actions

Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands, plus 9 (2d8) radiant damage.

Bonus Actions

Holy Touch (3/Hour). The archpriest touches a creature. If the target is not undead, it magically regains 22 (4d8 + 5) hit points, and the archpriest removes any disease and neutralizes any poison afflicting the target. If the target is an undead, it must instead succeed on a DC 15 Dexterity saving throw or else take 22 (4d8 + 5) radiant damage. Constructs are immune to this ability.

Description

Archpriests are the most faithful and devoted among their religious orders, those who maintain the closest of connections with their divinity to perform miracles with ease. They are usually an officially ordained leader of their religious practice, but not always. An archpriest can often command deference from those who would otherwise be untouchable, such as monarchs, emperors, and archmages.

Though they can perform great miracles, they spend most days dispensing wisdom from a place of worship. They are usually accompanied by one or two templars, a handful of priests, and many acolytes.

Monster Tags: NPC

Habitat: Urban

BenevolentEvil

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