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Shadow Elf Priest

Challenge
str
10
dex
15
con
16
int
14
wis
17
cha
11

AC 15 (+1 padded leather)

HP 67 (9d8+27; bloodied 33)

Speed 30 ft.


Proficiency +3; Maneuver DC 13

Saving Throws Int +5, Wis +6

Skills History +5, Investigation +5, Perception +6, Religion +6 (+1d4)

Senses darkvision 120 ft., passive Perception 14

Languages Common, Elvish, Undercommon


Fey Ancestry. The warrior gains an expertise die on saving throws against being charmed , and magic can’t put them to sleep.

Shadow Elf Spellcasting. The priest can innately cast darkness and faerie fire (DC 14) each once per day, requiring no material components.

Spellcasting. The priest is a 9th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). They have the following cleric spells prepared:

Cantrips (at will): dancing lights , guidance , pestilence , spare the dying , thaumaturgy

1st-level (4 slots): ceremony , detect poison and disease , healing word , inflict wounds

2nd-level (3 slots): blindness/deafness , force of will , lesser restoration

3rd-level (3 slots): bestow curse , crushing haymaker , dispel magic

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

5th-level (1 slot): insect plague


ACTIONS

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.

Blindness/Deafness (2nd-Level; V). One creature the priest can see within 30 feet makes a DC 14 Constitution saving throw . On a failure, the creature is blinded or deafened (priest’s choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Crushing Haymaker (3rd-Level; V, S, M). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 24 (7d6) thunder damage and the target makes a DC 14 Constitution saving throw or it falls prone and is stunned until the end of its next turn. This spell’s damage is doubled against objects and structures.

Dispel Magic (3rd-Level; V, S). The priest scours the magic from one creature, object, or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot, the priest makes a Wisdom ability check (DC 10 + the spell’s level) for each one, ending the effect on a success.

Insect Plague (5th-Level; V, S, M. Concentration). A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain . When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw , taking 4d10 piercing damage on a failed save, or half as much on a successful one.


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.


REACTIONS

Force of Will (2nd-Level; V, S). If the priest takes damage, they reduce it by 14 (2d10+3).

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.