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Shadow Elf High Priest

Challenge
Tags
str
14
dex
10
con
16
int
12
wis
18
cha
16

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 dancing lights as a cantrip and darkness and faerie fire 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): guidance , spare the dying , thaumaturgy

1st-level (4 slots): animal friendship , ceremony , detect poison and disease

2nd-level (3 slots): augury , lesser restoration , web

3rd-level (3 slots): bestow curse , remove curse

4th-level (3 slots): divination , freedom of movement , wall of fire

5th-level (2 slots): greater restoration , insect plague , raise dead

6th-level (1 slots): word of recall


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.

Web (2nd-Level; V, S, M, Concentration). Thick, sticky webs fill a 20-foot cube within 60 feet, lightly obscuring it and making it difficult terrain . 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 saving throw . On a failure, it is restrained . 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 saving throw , 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 lightly obscured and difficult terrain . 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 saving throw , taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage.

Description

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.

Encounters

CR 0–2 1d4 acolytes ; priest ; warhordling orc eye ; trickster priest ; acolyte with 1d4 commoners

Treasure 10 gp, silver ring etched with holy symbol (25 gp), 3 potions of healing

CR 3–4 2 priests ; priest with 1d4 acolytes ; priest with 1d8 commoners or 1d4 guards ; warhordling orc eye with 1d4 warhordling orc warriors ; trickster priest with cutthroat or 1d6 bandits

Treasure 50 gp, fine vestments (100 gp), 3 prayer books (25 gp each), staff of the python

CR 5–10 high priest with 1d8 acolytes , 1d6 cultists , or 2 priests ; high priest with bearded devil , elemental , knight , or walking statue ; priest with 2 knights or 1d8 soldiers ; shadow elf high priest with 1d8 shadow elf warriors

Treasure 200 gp, garnet-topped staff (150 gp), 3 rare holy books (200 gp each), 2 potions of superior healing , pearl of power

CR 11–16 archpriest ; high priest with holy knight and 4 soldiers ; high priest with bone devil , clay guardian , deva , or forgotten god ; shadow elf high priest with shadow elf champion warrior and 1d20 shadow elf warriors

Treasure gold-plated treasure box (200 gp) containing 1,000 gp and 4 tourmaline gemstones (100 gp each), gold holy symbol (250 gp), 2 spell scrolls of greater restoration , ring of protection

CR 17–22 archpriest with couatl , elemental , or holy knight ; archpriest with 2 knights or priests ; shadow elf high priest with shadow elf mage and 1 or 2 shadow elf champion warriors

Treasure 500 pp, only existing copy of a holy book (5,000 gp), spell scrolls of create undead or conjure celestial , candle of invocation , staff of healing

CR 23–30 archpriest with holy knight and 3 knights ; archpriest with high priest and 3 priests ; archpriest with clay guardian , deva , or guardian naga

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 potions of supreme healing , Ioun stone of insight , ring of spell turning

Monster Type Description

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.