Skip to content

Trickster Priest

Size
Medium
Type
Humanoid
Challenge Rating
2
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
12
Speeds
30
Walking Speed
30
Strength Score
12
Dexterity Score
10
Constitution Score
14
Intelligence Score
12
Wisdom Score
16
Charisma Score
12
Saving Throws
Wisdom, Charisma
Skill Proficiencies
Medicine, Insight, Persuasion, Religion, Deception, Stealth
Languages Ref
any two
Hit Points
32

Medium humanoid


Armor Class 12

Hit Points 32 (5d8+10)

Speed 30 ft.


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

Saving Throws Wis +5, Cha +3

Skills Deception +3, Insight +5, Medicine +5, Persuasion +3, Religion +3, Stealth +2

Senses passive Perception 13

Languages any two

Challenge 2 (450 XP)

Spellcasting. The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13
+5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): sacred flame
thaumaturgy
minor illusion
1st-level (4 slots): ceremony
detect evil and good
healing word
disguise self
2nd-level (3 slots): lesser restoration
invisibility
3rd-level (2 slots): spirit guardians
major image

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 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 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.

Invisibility (2nd-Level; V, S, M, Concentration). The priest or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.

Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) 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 5 (1d4 + 3) 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.