Wiki › Monsters & Creatures

High Priest A5E

CR 6 humanoid

Medium humanoid, chaotic evil


Armor Class
18
Hit Points
82 (11d8+33)
Speed
30 ft.

STR14 (+2)
DEX10 (+0)
CON16 (+3)
INT12 (+1)
WIS18 (+4)
CHA16 (+3)

Saving Throws
Intelligence +4, Wisdom +7, Charisma +6
Skills
Insight +7, Medicine +7, Persuasion +6, Religion +4
Senses
passive Perception 14
Languages
any three
Challenge
6 (2,300 XP) · Proficiency Bonus +3

Spellcasting.

The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15 +7 to hit with spell attacks). They have the following cleric spells prepared:

  • Cantrips (at will): Light, Sacred Flame, Thaumaturgy
  • 1st-Level (4 slots): Ceremony, Detect Evil and Good, Healing Word
  • 2nd-Level (3 slots): Augury, Hold Person, Zone of Truth
  • 3rd-Level (3 slots): Daylight, Remove Curse
  • 4th-Level (3 slots): Divination, Guardian of Faith, Revivify
  • 5th-Level (2 slots): Flame Strike, Greater Restoration, Raise Dead
  • 6th-Level (1 slots): Heal

Actions

Mace.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.

Sacred Flame.

(Cantrip; V, S) One creature the priest can see within 60 feet makes a DC 15 Dexterity saving throw taking 13 (3d8) radiant damage on a failure. This spell ignores cover.

Hold Person.

(2nd-Level; V, S, M, Concentration) One humanoid the priest can see within 60 feet makes a DC 15 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.

Guardian of Faith.

(4th-Level; V) A Large indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.

Flame Strike.

(5th-Level; V, S, M) A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 15 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Bonus Actions

Healing Word.

(1st-Level; V) The priest or a living creature within 60 feet regains 6 (1d4 + 4) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details