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<blockquote data-quote="Bupp" data-source="post: 6650124" data-attributes="member: 6784990"><p>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.</p><p></p><p></p><p><strong>High Priest</strong></p><p><em>Medium humanoid (any race), any alignment</em></p><p>Armor Class 16 (chain mail)</p><p>Hit Points 49 (9d8 + 9)</p><p>Speed 25 ft.</p><p></p><p></p><p>STR 10 (+0)</p><p>DEX 12 (+1)</p><p>CON 12 (+1)</p><p>INT 13 (+1)</p><p>WIS 17 (+3)</p><p>CHA 13 (+1)</p><p></p><p></p><p>Skills Medicine +7, Persuasion +3, Religion +4</p><p>Senses passive Perception 13</p><p>Languages any two languages</p><p>Challenge 6 (2,300 XP)</p><p></p><p></p><p>Divine Eminence.</p><p>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.</p><p></p><p></p><p>Spellcasting.</p><p>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:</p><p>Cantrips (at will): light, resistance, sacred flame, thaumaturgy</p><p>1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary</p><p>2nd level (3 slots): aid, lesser restoration, spiritual weapon</p><p>3rd level (3 slots): dispel magic, mass healing word, spirit guardians</p><p>4th level (3 slots): banishment, guardian of faith</p><p>5th level (1 slot): flame strike</p><p></p><p></p><p>Actions</p><p>Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.</p><p>Hit: 5 (1d6+2) bludgeoning damage.</p><p></p><p></p><p><a href="http://5egrognard.blogspot.com/2015/06/high-priest.html" target="_blank">http://5egrognard.blogspot.com/2015/06/high-priest.html</a></p></blockquote><p></p>
[QUOTE="Bupp, post: 6650124, member: 6784990"] 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. [B]High Priest[/B] [I]Medium humanoid (any race), any alignment[/I] 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. [url]http://5egrognard.blogspot.com/2015/06/high-priest.html[/url] [/QUOTE]
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