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Archpriest

Size
Medium
Type
Humanoid
Challenge Rating
16
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
20
Speeds
30
Walking Speed
30
Strength Score
18
Dexterity Score
10
Constitution Score
16
Intelligence Score
14
Wisdom Score
20
Charisma Score
16
Saving Throws
Intelligence, Wisdom, Charisma
Skill Proficiencies
Insight, Medicine, Persuasion, Religion
Languages Ref
any three
Hit Points
150
Resistances
Resistant to Radiant Damage

Medium humanoid


Armor Class 20

Hit Points 150 (20d8+60)

Speed 30 ft.


STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)

Saving Throws Int +7, Wis +10, Cha +8

Skills Insight +10, Medicine +10, Persuasion +8, Religion +10

Damage Resistances radiant

Senses passive Perception 15

Languages any three

Challenge 16 (15,000 XP)

Anointed Healing. Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points.

Magic Resistance. The archpriest has advantage on saving throws against spells and magical effects.

Spellcasting. The archpriest is a 20th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18
+10 to hit with spell attacks). The archpriest has the following cleric spells prepared.
Cantrips (at will): light
mending
sacred flame
spare the dying
thaumaturgy
1st-level (4 slots): bane
bless
cure wounds
inflict wounds
2nd-level (3 slots): hold person
lesser restoration
spiritual weapon
3rd-level (3 slots): bestow curse
dispel magic
revivify
4th-level (3 slots): banishment
guardian of faith
stone shape
5th-level (3 slots): contagion
flame strike
greater restoration
mass cure wounds
6th-level (2 slots): blade barrier
planar ally
true seeing
7th-level (2 slots): conjure celestial
divine word
fire storm
8th-level (1 slot): antimagic field
9th-level (1 slot): mass heal

Actions

Multiattack. The archpriest attacks twice.

Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant 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 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Fire Storm (7th-Level; V, S). Flames roar from areas within 120 feet in a contiguous group of ten 10-foot cubes in an arrangement the archpriest chooses. Creatures in the area make a DC 18 Dexterity saving throw taking 38 (7d10) fire damage on a failure or half damage on a success. The spell damages objects in the area and ignites flammable objects that arent being worn or carried.

Holy Aura (8th-Level; V, S, M, Concentration). Holy radiance emanates from the archpriest and fills a 30-foot radius around them targeting creatures in the area of the archpriests choice. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target the aura erupts into blinding light forcing the attacker to succeed on a DC 18 Constitution saving throw or be blinded until the spell ends (up to 1 minute).

Mass Heal (9th-Level; V, S). Healing energy erupts from the archpriest and restores up to 700 hit points amongst any number of creatures within 60 feet that are not constructs or undead. Creatures healed in this way are also cured of any diseases and any effect causing them to be blinded or deafened. In addition on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points.

Bonus Actions

Divine Word (7th-Level; V). The archpriest utters a primordial imprecation that targets other creatures within 30 feet. A target suffers an effect based on its current hit points.

  • Fewer than 50 hit points: Deafened for 1 minute.
  • Fewer than 40 hit points: Blinded and Deafened for 10 minutes.
  • Fewer than 30 hit points: Stunned, Blinded, and Deafened for 1 hour.
  • Fewer than 20 hit points: instantly killed outright.
    Additionally, any celestial, elemental, fey, or fiend affected by this spell is immediately forced back to its home plane, and for 24 hours it is unable to return to the archpriest's current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin. The archpriest can't cast this spell and a 1st-level or higher spell on the same turn.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.