AC 20 (full plate, heavy shield)
HP 150 (20d8 + 60; bloodied 75)
Speed 30 ft.
Proficiency +5; Maneuver DC 17
Saving Throws Int +7, Wis +10, Cha +8
Skills Insight +10 (+1d4), Medicine +10, Persuasion +8, Religion +10 (+1d8)
Damage Resistances radiant
Senses passive Perception 15
Languages any three
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 on 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): , , , ,
1st-level (4 slots): , , ,
2nd-level (3 slots): , ,
3rd-level (3 slots): , ,
4th-level (3 slots): , ,
5th-level (3 slots): , , ,
6th-level (2 slots): , ,
7th-level (2 slots): , ,
8th-level (1 slot):
9th-level (1 slot):
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 , 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 , 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 aren’t 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 archpriest’s choice. Targets shed in a 5-foot radius and have on . 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 or be 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 , and any effect causing them to be or . In addition, on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points.
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: for 1 minute.
- Fewer than 40 hit points: and for 10 minutes.
- Fewer than 30 hit points: , , and 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 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.
Archpriests head religious orders and often serve on a monarch’s council. Sometimes an archpriest is the highest-ranking leader in the land, and they are often considered the direct mouthpieces of their gods by those who worship.
CR 0–2 1d4 ; ; ; ; with 1d4
Treasure 10 gp, silver ring etched with holy symbol (25 gp), 3
CR 3–4 2 ; with 1d4 ; with 1d8 or 1d4 ; with 1d4 ; with or 1d6
Treasure 50 gp, fine vestments (100 gp), 3 prayer books (25 gp each),
CR 5–10 with 1d8 , 1d6 , or 2 ; with , , , or ; with 2 or 1d8 ; with 1d8
Treasure 200 gp, garnet-topped staff (150 gp), 3 rare holy books (200 gp each), 2 ,
CR 11–16 ; with and 4 ; with , , , or ; with and 1d20
Treasure gold-plated treasure box (200 gp) containing 1,000 gp and 4 tourmaline gemstones (100 gp each), gold holy symbol (250 gp), 2 of ,
CR 17–22 with , , or ; with 2 or ; with and 1 or 2
Treasure 500 pp, only existing copy of a holy book (5,000 gp), of or , ,
CR 23–30 with and 3 ; with and 3 ; with , , or
Treasure 2,000 gp, gold chalice (2,500 gp), gold-and-diamond holy symbol (7,500 gp), gem prayer beads (10,000 gp), holy relic (10,000 gp), 2 , ,
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.