High Priest
Medium Humanoid
Armor Class 18
Hit Points 82 (11d8+33)
Speed walk +30
Challenge 6
Saving Throws cha +6, int +4, wis +7
Skills insight +7, medicine +7, religion +4, persuasion +6
Senses passive Perception 14
Languages any three
Special Abilities
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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open