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High Priest

Size
Medium
Type
Humanoid
Challenge Rating
6
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
18
Speeds
30
Walking Speed
30
Strength Score
14
Dexterity Score
10
Constitution Score
16
Intelligence Score
12
Wisdom Score
18
Charisma Score
16
Saving Throws
Intelligence, Wisdom, Charisma
Skill Proficiencies
Medicine, Insight, Persuasion, Religion
Languages Ref
any three
Hit Points
82

Medium humanoid


Armor Class 18

Hit Points 82 (11d8+33)

Speed 30 ft.


STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
16 (+3)

Saving Throws Int +4, Wis +7, Cha +6

Skills Insight +7, Medicine +7, Persuasion +6, Religion +4

Senses passive Perception 14

Languages any three

Challenge 6 (2,300 XP)

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.

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.