Medium Humanoid (Any Race), Any Alignment
Armor Class 14
Hit Points 99 (18d8 + 18)
Speed 60 ft., Walk 60 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws INT +6, WIS +9
Skills Arcana +13, History +13
Senses Passive Perception 12
Languages Any six languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Dust Marked. Whenever the Cleric restores the HP of a creature, it marks it with Dust for a number of turns equal to the amount of dice of healing that the cleric healed. Creatures marked with Dust gain advantage on wisdom saving throws and can consume the mark to either automatically succeed a saving throw or shorten the length of the mark by one turn to gain advantage on an attack roll. When the Cleric targets a creature with a spell or ability, it can choose to spread the spells affects to Dust-marked creatures within 30 ft of the original target. This applies half the spell's effect to these additional targets, rounding down. So a +2 AC buff becomes +1, 5d6 healing becomes 2d6 etc. Finally, the Cleric can cast spells from the location of those that are Dust-Marked if they are in line-of-sight of the Cleric.

Spellcasting. The archcleric is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): Guidance, Resistance, Word of Radiance, prestidigitation, Spare the Dying

1st level (4 slots): Bless, Shield of Faith, Cure Wounds, Guiding Bolt

2nd level (3 slots): Enhance Ability, Prayer of Healing, Gentle Repose

3rd level (3 slots): Spirit Guardians, Revivify, Spirit Guardians*

4th level (3 slots): banishment, Death Ward, Guardian of Faith*

5th level (3 slots): Mass Cure Wounds, Hallow, Greater Restoration

6th level (1 slot): Heal

7th level (1 slot): Divine Word

8th level (1 slot): Holy Aura*

9th level (1 slot): Mass Heal

*The archmage casts these spells on itself before combat.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Dust. The Cleric can mark a target within melee range with Dust.

Dust of the Faithful. The Archcleric can consume a Dust-Mark to heal a creature within  for a d12 hp for every turn left on the Mark. This healing does not apply a new mark, nor can it be spread through the Dust Marked Feature.

Reactions

Flight of the Faithful. When targeted by a melee attack, the Cleric can dash up to 120 ft next to a Dust-Marked target, consuming its mark in the process. The melee attack is forced to miss. This reaction can be used even if the Cleric has used another reaction.

Blinding Dust. When targeted by a ranged attack or spell, the Cleric can consume a mark of Dust from a creature within 60 feet of the attacker to impose disadvantage on the attack, or force a DC 17 Wisdom saving throw, causing the casting to fail if the Caster fails the saving throw.

Guiding Dust. When the Cleric sees a Dust-marked creature make an attack within 60 feet of it, it can consume the Dust-mark to give the creature advantage and an additional two dice of damage.

Shielding Dust. When the Cleric sees a creature make an attack on a Dust-marked creature, it can consume the mark to give the dust-marked creature a +5 to AC.

 

Monster Tags: NPC

Sedion

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