Shadow Elf High Priest
Medium Humanoid, (CR 6)Armor Class 18
Hit Points 82 (11d8+33)
Speed 30 ft.
14 (+2)
10 (+0)
16 (+3)
12 (+1)
18 (+4)
16 (+3)
Skills
Senses passive Perception 14, darkvision 120 ft.
Languages any three
Challenge Rating 6
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.
In vast catacombs beneath the earth, some shadow elf societies live in perpetual darkness.
Ignoring and ignored by the upper world they revere demons or dark gods.
sizeMedium
typeHumanoid
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save4
wisdom_save7
charisma_save6
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr6
reactions
legendary_desc
legendary_actions
special_abilitiesname: Shadow magic,desc: 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.,name: Spellcasting,desc: 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
spell_list
page_no489
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. 489