Medium Humanoid
Armor Class 20 plate and shield
Hit Points 228 (24d8 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws CON +11, WIS +13
Skills Perception +13, Persuasion +10
Damage Resistances Necrotic, Radiant
Condition Immunities Charmed
Senses Passive Perception 23
Languages Common any other six languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Holy Weapons.

Zenith Priest's weapon attacks are magical. When Zenith Priest hits with any weapon, the weapon deals an extra 5d8 radiant or necrotic damage to creatures. Any creature that takes radiant or necrotic damage can't regain hit points until the start of the zenith Priest's next turn.

 

Divine Internvention.

The zenith Priest can call forth an aspect of it's god for up to 3 rounds of combat or one hour of non combat time. Afterwards, the zenith Priest cant cast spells and is drained to 3 strength for 2d4 irl days. If the priest is evil aligned, it's an aspect of tiamat. If the priest is good aligned, it's an aspect of bahamut. The priest can earn the ability to divine intervention a twilight god aspect if they go on a deadly++ questline to earn it. Only one god can empower the priest at a time.

Magic Resistance.

the zenith priest has advantage on saving throws against spells and other magical effects.

War Priest.

the zenith Priest can perform the Somatic components of spells even when they have weapons or a Shield in one or both hands.

Legendary Resistance (3/Day).

If the zenith priest fails a saving throw, it can choose to succeed instead.

Spellcasting.

The zenithbard is a 20th-level spellcaster. The zenithbard's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The zenithbard has the following bard spells prepared:

Cantrip (at will): guidance, sacred flame, spare the dying, light, mending, toll the dead
1st level (4 slots): cure wounds, healing word, sanctuary, shield of faith
2nd level (3 slots): aid, spiritual weapon, lesser restoration, hold person
3rd level (3 slots): mass healing word, bestow curse, sending, revivify, remove curse, spirit guardians
4th level (3 slots): death ward, banishment, freedom of movement
5th level (2 slots): hold monster, mass cure wounds, circle of power, hallow, greater restoration
6th level (2 slots): forbiddance, heal, word of recall
7th level (2 slots): plane shift, regenerate
8th level (1 slots): antimagic field, earthquake
9th level (1 slots): true resurrection, gate

Actions

Multiattack.

the zenith priest makes three mace attacks, with a choice of radiant or necrotic for the whole turn, and then uses Divine Aid.

Mace (Radiant).

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) magical bludgeoning damage plus 22 (5d8) radiant damage. Any creature that takes radiant damage can't regain hit points until the start of the Zenith Priest's next turn.

Mace (Necrotic).

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) magical bludgeoning damage plus 22 (5d8) necrotic damage. Any creature that takes necrotic damage can't regain hit points until the start of the Zenith Priest's next turn..

Bonus Actions

Divine Aid

The zenith priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.

Legendary Actions

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

Cast a Cantrip.

the zenith Priest can cast a cantrip.

Attack.

the zenith Priest can make a mace attack.

Cast a Spell (costs 2 actions).

the zenith Priest can cast a spell of 5th level or lower.

Banjo_Wielding_Velociraptor

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