Medium Humanoid (Any), Any Good Alignment
Armor Class 17 Robe’s
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws WIS +8
Skills Religion +6
Damage Resistances Radiant
Condition Immunities Blinded, Charmed
Senses Darkvision 60ft, Passive Perception 14
Languages Celestial, Common, Draconic, Ignan, Infernal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Cleric Spellcasting. The Head Clergy of Pharasma is a 10th-level cleric. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). They have the following cleric spells prepared:

Cantrips (at will): Sacred Flame, Thaumaturgy, Guidance, Resistance

1st-level (4 slots): Shield of Faith, Command, Cure Wounds, Sanctuary

2nd-level (3 slots): Spiritual Weapon, Lesser Restoration, Hold Person

3rd-level (3 slots): Dispel Magic, Spirit Guardians, Mass Healing Word

4th-level (3 slots): Death Ward, Guardian of Faith, Banishment

5th-level (1 slot): Flame Strike, Greater Restoration

Elemental Summons. The Head Clergy of Pharasma has the power to summon Holy Flame Elementals to aid them in times of need. Using a magic amulet, the Head Clergy can summon up to 6 Holy Flame Elementals. These elementals obey the Head Clergy’s commands, and they remain for up to 1 hour.

Channel Divinity. The Head Clergy can use their Channel Divinity to turn undead or destroy undead, and they can also harness the power of their deity to heal the wounded.

Actions

Actions

Mace of Pharasma (Melee Weapon). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Sacred Flame (Ranged Spell). The Head Clergy hurls a flame-like radiance at a creature they can see within 60 feet of them. The target must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) radiant damage.

Holy Flame Elemental Summon. The Head Clergy uses a magic amulet to summon up to 6 Holy Flame Elementals to their aid. The elementals take their turns immediately after the Head Clergy’s turn. The elementals remain under the Head Clergy’s control for up to 1 hour.

Channel Divinity: Turn Undead. The Head Clergy presents their holy symbol and speaks a prayer, calling on Pharasma’s divine power. Each undead that can see or hear the Head Clergy within 30 feet of them must make a DC 14Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

Channel Divinity: Preserve Life. The Head Clergy can use their Channel Divinity to heal up to 50 hit points divided among creatures in a 30-foot radius. This ability can also be used to deal radiant damage to undead creatures within the area.

Bonus Actions

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

Reactions

Divine Shield. When they are within 30ft of the relic of Pharasma and the Head Clergy is targeted by an attack, they can use their reaction to gain a +2 bonus to AC against that attack.

Habitat: Urban

DarrenOliverKay

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