Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any three
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
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.
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.
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.
About Shadow Elf High Priest
Shadow Elf 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).
Shadow Elf High Priest has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Shadow Elf High Priest
1 tips available
GM Tips: Using Shadow Elf High Priest
When using Shadow Elf High Priest 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 Shadow Elf High Priest
1 strategies available
Player Guide: Facing Shadow Elf High Priest
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 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
Frequently Asked Questions
- What is the challenge rating of Shadow Elf High Priest?
- Shadow Elf High Priest has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Shadow Elf High Priest?
- Shadow Elf High Priest is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Shadow Elf High Priest speak?
- Shadow Elf High Priest can communicate in any three.
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