Archpriest
Medium Humanoid, (CR 16)Armor Class 20
Hit Points 150 (20d8+60)
Speed 30 ft.
18 (+4)
10 (+0)
16 (+3)
14 (+2)
20 (+5)
16 (+3)
Skills
Senses passive Perception 15
Languages any three
Challenge Rating 16
Actions
Multiattack.
The archpriest attacks twice.
Mace.
Melee Weapon Attack: +9 to hit reach 5 ft. one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant 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 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
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.
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).
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.
sizeMedium
typeHumanoid
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save7
wisdom_save10
charisma_save8
perception
damage_vulnerabilities
damage_resistancesradiant
damage_immunities
condition_immunities
cr16
reactions
legendary_desc
legendary_actions
special_abilitiesname: Anointed Healing,desc: Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points.,name: Magic Resistance,desc: The archpriest has advantage on saving throws against spells and magical effects.,name: Spellcasting,desc: 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
spell_list
page_no487
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 487