High Priest — fantasy monster illustration. High Priest is a medium humanoid (Challenge Rating 6).

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High Priest

Medium Humanoid

AC
18
HP
82
Speed
30
CR
6

Armor Class 18

Hit Points 82 (11d8+33)

Speed 30 ft.


STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
16 (+3)

Saving Throws Cha +6, Int +4, Wis +7

Skills Insight +7, Medicine +7, Religion +4, Persuasion +6

Senses passive Perception 14

Languages any three

Challenge 6


Traits

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): light sacred flame thaumaturgy 1st-level (4 slots): ceremony detect evil and good healing word 2nd-level (3 slots): augury hold person zone of truth 3rd-level (3 slots): daylight remove curse 4th-level (3 slots): divination guardian of faith revivify 5th-level (2 slots): flame strike greater restoration raise dead 6th-level (1 slots): heal

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.

Sacred Flame (Cantrip; V, S). One creature the priest can see within 60 feet makes a DC 15 Dexterity saving throw taking 13 (3d8) radiant damage on a failure. This spell ignores cover.

Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the priest can see within 60 feet makes a DC 15 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.

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 priests 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 priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total 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 15 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage 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 6 (1d4 + 4) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.

Community Images

High Priest — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022