Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any three
Resistances & Immunities
Traits
Anointed Healing
Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points.
Magic Resistance
The archpriest has advantage on saving throws against spells and magical effects.
Spellcasting
The archpriest is a 20th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18 +10 to hit with spell attacks). The archpriest has the following cleric spells prepared.
- Cantrips (at will): Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
- 1st-Level (4 slots): Bane, Bless, Cure Wounds, Inflict Wounds
- 2nd-Level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
- 3rd-Level (3 slots): Bestow Curse, Dispel Magic, Revivify
- 4th-Level (3 slots): Banishment, Guardian of Faith, Stone Shape
- 5th-Level (3 slots): Contagion, Flame Strike, Greater Restoration, Mass Cure Wounds
- 6th-Level (2 slots): Blade Barrier, Planar Ally, True Seeing
- 7th-Level (2 slots): Conjure Celestial, Divine Word, Fire Storm
- 8th-Level (1 slot): Antimagic Field
- 9th-Level (1 slot): Mass Heal
Actions
Fire Storm
(7th-Level; V, S) Flames roar from areas within 120 feet in a contiguous group of ten 10-foot cubes in an arrangement the archpriest chooses. Creatures in the area make a DC 18 Dexterity saving throw taking 38 (7d10) fire damage on a failure or half damage on a success. The spell damages objects in the area and ignites flammable objects that arent being worn or carried.
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 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Holy Aura
(8th-Level; V, S, M, Concentration) Holy radiance emanates from the archpriest and fills a 30-foot radius around them targeting creatures in the area of the archpriests choice. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target the aura erupts into blinding light forcing the attacker to succeed on a DC 18 Constitution saving throw or be blinded until the spell ends (up to 1 minute).
Mace
+9 to hit, reach 5 ft (1.5 m). Hit: 1d6+5 plus 3d6 radiant damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage.
Mass Heal
(9th-Level; V, S) Healing energy erupts from the archpriest and restores up to 700 hit points amongst any number of creatures within 60 feet that are not constructs or undead. Creatures healed in this way are also cured of any diseases and any effect causing them to be blinded or deafened. In addition on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points.
Multiattack
The archpriest attacks twice.
Bonus Actions
Divine Word
(7th-Level; V) The archpriest utters a primordial imprecation that targets other creatures within 30 feet. A target suffers an effect based on its current hit points.
- Fewer than 50 hit points: Deafened for 1 minute.
- Fewer than 40 hit points: Blinded and Deafened for 10 minutes.
- Fewer than 30 hit points: Stunned, Blinded, and Deafened for 1 hour.
- Fewer than 20 hit points: instantly killed outright.
Additionally, any celestial, elemental, fey, or fiend affected by this spell is immediately forced back to its home plane, and for 24 hours it is unable to return to the archpriest's current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin. The archpriest can't cast this spell and a 1st-level or higher spell on the same turn.
About Archpriest
Archpriest is a medium humanoid with a Challenge Rating of 16. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 20 and possesses 150 hit points (derived from 20d8+60).
Archpriest has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Archpriest
1 tips available
GM Tips: Using Archpriest
When using Archpriest in your D&D 5e campaign, consider these tactical approaches:
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
Player Guide: Facing Archpriest
1 strategies available
Player Guide: Facing Archpriest
When your party encounters this creature, keep these strategies in mind:
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 16.
Solo Encounter:
A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 27,200 XP
- Hard: 40,800 XP
- Deadly: 54,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Archpriest?
- Archpriest has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
- What type of creature is Archpriest?
- Archpriest is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Archpriest speak?
- Archpriest can communicate in any three.
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