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Priest

Priest Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians,,

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit:3 (1d6) bludgeoning damage.

Sahuagin High Priestess

Sahuagin High Priestess Medium humanoid (sahuagin), unaligned Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy. 0 xp

  • Armor class 17 (natural armor)
  • Hit points 121 (14d8+44)
  • Speed 35 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 18 (+4)
  • CHA 10 (0)

Save Throws: Wis +6

Skills: Insight +7, Perception +7

Damage Resistances: darkvision 120 ft.

Damage Immunities: passive Perception 17

Condition Immunities: Common, Aquan

Senses: 5

Languages: Milestone

Challenge: Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy. (0 xp)

Multiattack. The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Actions

Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage.

Legendary Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.