Medium or Small Humanoid (Cleric), Neutral
AC 20    Initiative +9 (19)
HP 180 (24d8 + 72)
Speed 40 ft.
Mod Save
STR 16 +3 +3
DEX 21 +5 +9
CON 17 +3 +7
Mod Save
INT 18 +4 +4
WIS 20 +5 +9
CHA 16 +3 +3
Skills History +8, Insight +13, Medicine +13, Perception +13, Religion +12, Sleight of Hand +13, Stealth +13
Resistances Poison, Psychic
Senses Passive Perception 23
Languages Common, Sphinx, Thieves' Cant
CR 11 (XP 7,200; PB +4)
Traits

Evasion. If the priest is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the priest instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The priest makes three attacks, using Rapier or Hand Crossbow in any combination.

Rapier. Melee Weapon Attack: +9 to hit, range 5 ft. Hit: 14 (2d8 + 5) Piercing damage, plus 9 (2d8) Radiant damage, or 23 (4d8 + 5) Piercing damage plus 18 (4d8) Radiant damage if the attack was made with Advantage.

Hand Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage, plus 9 (2d8) Radiant damage, or 19 (4d6 + 5) Piercing damage plus 18 (4d8) Radiant damage if the attack was made with Advantage.

Spellcasting. The priest casts one of the following spells, requiring no Verbal components, and using Wisdom as the spellcasting ability (spell save DC 17):

At Will: Detect Evil and Good, Detect Magic, Disguise Self, Find Traps, Guidance, Light, Thaumaturgy
2/Day Each: Blindness/Deafness (level 3 version), Calm Emotions, Charm Monster, Command (level 3 version), Feign Death, Invisibility, Mirror Image, Pass Without TraceZone of Truth
1/Day Each: Blink, Confusion, Dimension Door, Dispel Magic, Dominate Person, Freedom of Movement, Hypnotic Pattern, Modify Memory, Nondetection, Polymorph, Revivify, Spirit Guardians

Bonus Actions

Cunning Action. The priest takes the Dash, Disengage, Help, or Hide action.

Invoke Duplicity (3/Day). The priest creates an illusion of itself in an unoccupied space it can see within 30 feet. The illusion is intangible, doesn’t occupy its space, and lasts for 1 minute. The illusion ends early if the priest dismisses it (no action required) or has the Incapacitated condition. The priest can cast spells from the illusion's space, and can use this Bonus Action again to move the illusion up to 30 feet or teleport to the illusion's space. Additionally, while the priest or one of its allies and the illusion are within 5 feet of a creature that can see the illusion, attack rolls against that creature have Advantage. When the illusion ends, the priest regains 14 (2d8 + 5) Hit Points.

Mountebank's Magic (4/Day). The priest casts Misty Step, Healing Word, or Spiritual Weapon, requiring no Verbal components, and using the same spellcasting ability as Spellcasting.

Trickster's Blessing. The priest targets a willing creature it can see within 30 feet. The creature gains Advantage on Dexterity (Stealth) checks until it finishes a Long Rest or the priest uses this Bonus Action again.

Vexing Attacker. Constitution Saving Throw: DC 17, one creature the priest has hit with an attack roll in the last turn. Failure: The target has the Blinded and Poisoned conditions until the end of the priest's next turn.

Reactions

Redirect Attack. Trigger: A creature the priest can see makes an attack roll against it. Response: The priest chooses a Small or Medium ally within 5 feet of itself, and the ally becomes the target of the attack instead.

Skirmisher. Trigger: An enemy ends its turn within 5 feet of the priest. Response: The priest moves up to half its Speed without provoking Opportunity Attacks.

Uncanny Dodge. Trigger: The priest is hit by an attack roll. Response: The priest halves the damage (round down) it takes from that attack.

Previous Versions

Name Date Modified Views Adds Version Actions
7/22/2025 8:10:39 PM
67
15
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Coming Soon

Habitat: Any

Golden_Pug

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