Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (chain shirt)
Hit Points 110 (12d8 + 25)
Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
19 (+4)
CHA
13 (+1)
Saving Throws CON +7, WIS +8
Skills Medicine +7, Persuasion +3, Religion +5
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Any two languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +10 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, Spare the Dying, Fire Bolt,

1st level (4 slots): cure wounds, guiding bolt, sanctuary

2nd level (3 slots): Prayer of Healing, spiritual weapon

3rd level (3 slots): dispel magic, Mass Healing Word, Revivify,

4th level (2 slots): Aura of Life, Death Ward

5th level (1 slots): Flame Strike, Mass Cure Wounds

 

 

Actions

Multi-attack can attack two times with mace and cast a cantrip

Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3 (2d8) bludgeoning damage. (2d4)

Description

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

Monster Tags: NPC

Habitat: Urban

Redfoxa

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