High Priest

Bupp

Adventurer
Here's a write up after the fact that would have come in handy in our last D&D session. Filling in the hole of a missing high level cleric in the NPC section of the Monster Manual. I based it off the priest entry, combined with the mage to compare power level.


High Priest
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 49 (9d8 + 9)
Speed 25 ft.


STR 10 (+0)
DEX 12 (+1)
CON 12 (+1)
INT 13 (+1)
WIS 17 (+3)
CHA 13 (+1)


Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 6 (2,300 XP)


Divine Eminence.
As a bonus action, the high priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.


Spellcasting.
The high priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): light, resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary
2nd level (3 slots): aid, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (1 slot): flame strike


Actions
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage.


http://5egrognard.blogspot.com/2015/06/high-priest.html
 

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