AC 18 (full plate)
HP 82 (11d8 + 33; bloodied 41)
Speed 30 ft.
Proficiency +3; Maneuver DC 13
Saving Throws Int +4, Wis +7, Cha +6
Skills Medicine +7, Insight +7, Persuasion +6, Religion +4 (+1d8)
Senses passive Perception 14, darkvision 120 ft.
Languages any three
Shadow magic. The priest can innately cast as a cantrip and and once each per long rest with no material components, using Wisdom as their spellcasting ability.
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): , ,
1st-level (4 slots): , ,
2nd-level (3 slots): , ,
3rd-level (3 slots): ,
4th-level (3 slots): , ,
5th-level (2 slots): , ,
6th-level (1 slots):
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.
Web (2nd-Level; V, S, M, Concentration). Thick, sticky webs fill a 20-foot cube within 60 feet, lightly obscuring it and making it . The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 15 Dexterity . On a failure, it is . A creature can escape by making a DC 15 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 hour.
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 priest’s choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity , taking 20 radiant or necrotic damage (high priest’s choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.
Insect Plague (5th-Level; V, S, M, Concentration). A 20-foot-radius sphere of biting and stinging insects appears centered on a point the priest can see within 300 feet and remains for 10 minutes. The cloud spreads around corners, and the area is and . Each creature in the area when the cloud appears, and each creature that enters it for the first time on a turn or ends its turn there, makes a DC 15 Constitution , taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage.
In vast catacombs beneath the earth, some shadow elf societies live in perpetual darkness. Ignoring and ignored by the upper world, they revere demons or dark gods.
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.