| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 18 | +4 | +8 |
| CHA | 11 | +0 | +0 |
Multiattack. The arcana priest makes two Quarterstaff attacks, and it uses Arcane Detonation.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) bludgeoning damage plus 10 (3d6) radiant damage.
Arcane Detonation. The arcana priest targets one creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failed save, the target takes 12 (2d8 + 4) force damage, and it is knocked prone until the start of the arcana priest’s next turn. On a successful save, the target takes half as much damage and isn’t prone.
Spellcasting. The arcana priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
At will: light, mage hand, minor illusion, spare the dying, thaumaturgy
1/day each: arcanist's magic aura banishment, detect magic, dispel magic, enhance ability, magic circle, [Tooltip Not Found], private sanctum, teleportation circle
Healing Light (2/Day). The arcana priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 4) hit points.
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