Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11
Hit Points 86 (15d8 + 11)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +8, CHA +6
Skills Deception +7, Insight +9, Intimidation +7, Persuasion +7, Religion +9
Senses Passive Perception 15
Languages Any two languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Divine Intervention. You can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than 11, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Read Thoughts. as an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Spellcasting. The seer is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, prestidigitation, thaumaturgy

1st level (4 slots): bane, comprehend languages, sanctuarydetect evil and good, detect magic, hexprotection from evil and good

2nd level (3 slots): augury, darknesslocate object, silence

3rd level (3 slots): bestow curse, clairvoyancefear, speak with dead, tongues

4th level (3 slots): divinationlocate creature

5th level (2 slots): circle of powercommunedispel evil and good, hallow, legend lore, geas

6th level (2 slots): eyebitetrue seeing

Actions

Sacrificial dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4) 1d4+2 piercing damage. A hit on a restrained/ incapacitated or other similarly conditioned creature takes x3 damage.

Description

Sacred seers are the spiritual guides in some communities and act as oracles, mystics, and priests. Their ways are dark and secretive; their circles cultlike, and their beliefs on pleasing the gods sometimes off-putting. They are usually accompanied by cultists or acolytes.

Monster Tags: NPC

Habitat: Urban

LorienArcher

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