Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt) (shield)
Hit Points 72 (11d8 + 22)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
14 (+2)
WIS
19 (+4)
CHA
14 (+2)
Saving Throws WIS +8, CHA +6
Skills History +6, Insight +8, Medicine +8, Persuasion +6, Religion +6
Senses Passive Perception 14
Languages Any three languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Divine Eminence. Once per turn, when the High Priest strikes a target with a weapon attack, they may expend a spell slot to deal extra radiant damage equal to 4d6, increasing the damage by an extra d6 for each slot level above 1st.

Blessed Healer. Whenever the High Priest casts a spell that restores hit points, that spell also restores additional hitpoints equal to 2 times the level of the spell. If that spell was cast on another creature, the High Priest also gains those hitpoints.

Spellcasting. The priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, guidance, toll the dead

1st level (4 slots): cure wounds, guiding bolt, sanctuary, protection from evil and good

2nd level (3 slots): lesser restoration, spiritual weapon, augury

3rd level (2 slots): dispel magic, spirit guardians

4th level (2 slots): banishment, divination

5th level (2 slots): greater restoration, dawn, raise dead

6th level (1 slot): heal

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320. Hit: 5 (1d8+1) piercing damage.

Surge of Light (Recharges on a Short or Long Rest). All hostile creatures within 30 feet of the High Priest must succeed on a Constitution saving throw (DC 16) or take 19 (2d8+10) radiant damage, halved on a successful save.

Description

Like acolytes and priests, high priests can also be found in temples, but high priests are much rarer. They can typically be found in larger temples, and are often much higher up in the religious hierarchy. Although their spellcasting is potent in combat, they typically reserve their magic for civic utility and ceremonial duties. Adventurers who wish to make use of their spellcasting will often need to pay appropriate tithes to the temple.

Monster Tags: NPC

Habitat: Urban

Thucydides

Comments

Posts Quoted:
Reply
Clear All Quotes