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.