Medium Humanoid (Human), Chaotic Evil
Armor Class 15 (studded leather)
Hit Points 104 (19d8 + 20)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws WIS +5
Skills Deception +6, Persuasion +6, Stealth +4
Senses Passive Perception 13
Languages Common, Thieves' Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The priest is a 3th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): Mending, Thaumaturgy

1st level (4 slots): Disguise Self, Charm Person, Inflict Wounds

2nd level (2 slots): Mirror Image, Silence

Sneak Attack. Once per turn, the priest deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the priest that isn't incapacitated and the priest doesn't have disadvantage on the attack roll.

Smoke bomb 1/day. Priest can throw a smoke bomb up to 20 ft. away. The bomb covers a sphere with a 20 ft. radius with a thick fog cloud. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minutes or until a wind of moderate or greater speed disperses it.

Actions

Multiattack. The priest makes two dagger attacks. Alternatively it can replace one melee dagger attack with poison dagger attack if it's recharged

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage in melee or 5 (1d4+3) piercing damage at range.

Poison dagger(Recharge 3–6) Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 6 (1d4+4) piercing damage in melee, and the target must make a DC 11 Constitution saving throw, taking 7(2d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Blessing of the Mad King. The priest innate spellcasting ability is Wisdom (spell save DC 13). The priest can innately cast the following spells, requiring no material components:

At will (as bonus action): Command

Invoke Duplicity.  As a bonus action, the priest can create an illusion of himself that lasts until he loses concentration (as if he was concentrating on a spell). The illusion appears within 30 ft. of the priest. As a bonus action, the priest can move the illusion up to 30 ft., but it must remain within 120 ft. of him. The priest can cast spells as the illusion, and when both the priest and his illusion are within 5 feet of a creature that can see the illusion, the priest have advantage on attack rolls against that creature. Only one illusion can be active at a time.

Reactions

Deciver.  As long as the priest has the illusion, he can switch places with it against one melee or range attack that would hit him. After he does this, he only takes half damage from this attack. To do so, the priest must see the attacker.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2023 2:21:49 PM
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10/22/2023 8:59:13 AM
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10/22/2023 11:31:27 AM
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Monster Tags: Human

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