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High Priest

Medium · Humanoid · CR 6 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
82 (11d8+33)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 2300
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 14

Saving Throws

Intelligence +4 Wisdom +7 Charisma +6

Skills

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

Languages

any three

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

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.

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.

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.

Mace

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 radiant damage.

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.

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.

About High Priest

High Priest is a medium humanoid with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 82 hit points (derived from 11d8+33).

High Priest has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.

GM Tips: Using High Priest

1 tips available

When using High Priest in your D&D 5e campaign, consider these tactical approaches:

  • 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 High Priest

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of High Priest?
High Priest has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is High Priest?
High Priest is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does High Priest speak?
High Priest can communicate in any three.

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