Innate Zapcasting. Zap-priest spellcasting ability is wisdom (wisdom save DC 17). It can innately cast the following spells, requiring only verbal components:
At will: detect magic, detect thoughts
3/day each: lightning bolt, healing word, lesser restoration, shield
1/day each: contagion, mass cure wounds
Zapsoftly. The Zap-priest's weapon attacks and spells that deal damage deal an additional 5 lightning damage.
Zapping Smite. As a bonus action 3 times a day the zap-priest can activate a zapping smite. The next time it hits a creature with a weapon attack the weapon gleams with Zappy radiance. The attack deals an extra 2d6 radiant damage plus 2d6 lightning damage to the target. The target becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
Multiattack. Zap-priest makes two attacks one with their Zappy Prod and one with their Zappy Whip.
Zappy Prod. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 4) lightning damage.
Zappy Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one Medium or smaller creature. Hit: 15 (2d6 + 8) lightning damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the zap-priest can't attack another target with it's zappy whip. If a creature starts it's turn restrained in the zappy-whip it takes an additional 11 (2d6+4) lightning damage.
Description
Zap-priests dedicate their lives to the worship and protection of Zaproughly's zappy phylactery.







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