Medium Undead (Any Race, Cleric), Lawful Evil
Armor Class 16 Half plate
Hit Points 200 (18d10 + 20)
Speed 30 ft.
STR
7 (-2)
DEX
20 (+5)
CON
13 (+1)
INT
17 (+3)
WIS
20 (+5)
CHA
5 (-3)
Saving Throws WIS +8, CHA +0
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 15
Languages Only languages it knew it life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/Day). If the priest fails a saving throw, it can choose to succeed instead.

Turn Immunity. The Priest is immune to the effects of Turn Undead.

Spellcasting. The Priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The Priest has the following Cleric spells prepared:
Cantrips (at will): Sacred Flame, Toll the Dead, Word of Radiance, Thaumaturgy
1st level (4 slots): Bane, Cure Wounds, Guiding Bolt, Inflict Wounds, Shield of Faith
2nd level (3 slots): Blindness/Deafness, Hold Person, Spiritual Weapon
3rd level (1 slot): Spirit Guardians, Spirit Shroud

Actions

Life Drain (1/day). The Priest targets one creature that it can see within 10 feet of it. Each target must succeed on a DC 14 Constitution saving throw or take 4d6 necrotic damage. The priest will then regain the amount of hit points taken from the target.

Paralyzing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6) cold damage. The target must succeed on a DC 14 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. This attack can only be used once every other turn.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 1) bludgeoning damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Priest 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 Priest regains spent legendary actions at the start of its turn.

Cantrip. The Priest casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The Priest fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 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.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Undead High Priest of Mystra was a Mystran cleric and the highest member of the Lady of Magic's church during its life. As such, it was tasked with protecting The Final Creation, a tome written by the Lady herself as a detailed account of Nervanka's founding. It swore to protect the book in both life and death and the magic of the oath kept the Priest's soul tethered to the Material Plane. As the body rotted, the soul remained, creating the powerful undead creature it now is.

Lair and Lair Actions

The High Priest of Mystra resided in a large stone chamber at the end of the catacombs. Tasked with guarding The Final Creation, he embedded the walls with dangerous necrotic and/or divine energy to discourage intruders from staying long enough to find the tome... or get killed in the process. Other than that, the chamber is a regular bedroom with ancient, rotting furniture.

Lair Actions

On initiative count 20 (losing initiative ties), the Priest takes a lair action to cause one of the following effects:

  1. A pile of bones gets embued with a foul mimicry of life, raising it as 1d8 skeletons. At the end of each of the Priest's turns, the creatures take an action and are under the Priest's control for 24 hours, after which it stops obeying any command it's given.
  2. A wave of Necrotic Energy bursts from the tome. All creatures within 30 ft. of the tome must make a DC 13 Constitution saving throw or take 2d10 necrotic damage with half as much damage on a success. If a creature fails, it can’t heal until the end of the next lair action.
  3. A 20-foot radius Darkness spell appears centered on a random creature for the next round.
  4. The Priest calls forth the spirit of someone entombed in the catacombs. This spirit has the statistics of a specter and lasts until the Priest uses a bonus action to dispel it or it is destroyed. The specter appears in an unoccupied space within 30 feet of the Priest and obeys his commands.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2023 4:49:18 PM
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Monster Tags: NPCundeadhumanoid

bboowilson

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