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

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Shadow Elf 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, darkvision 120 ft.

Languages any three

Challenge 6


Traits

Shadow magic. The priestcan 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 guardian of faith 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 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.

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.

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Shadow Elf 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
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