Archpriest

Medium or Small Humanoid (Cleric), Neutral
Initiative +5 (15)
AC 16
HP 240 (32d8 + 96)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+7
Dex
12
+1
+1
Con
17
+3
+7

Int
14
+2
+6
Wis
21
+5
+9
Cha
14
+2
+2

Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain Mail, Holy Symbol
Senses Passive Perception 19
Languages Common plus two other languages
CR 12 (XP 8 400; PB +4)
Actions

Multiattack. The archpriest makes three Radiant Burst attacks.

Radiant Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 60 ft. Hit: 27 (4d10 + 5) Radiant damage.

Holy Word (Recharge 4–6). Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation originating from the archpriest. Failure: 21 (6d6) Radiant damage, and the target has the Stunned condition until the end of the archpriest's next turn. Success: Half damage only.

Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: Light, Thaumaturgy
1/day each: Flame Strike (level 6 version), Greater Restoration, Raise Dead, Zone of Truth
Bonus actions

Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.

By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal spiritual journeys and seek to transcend mortal concerns.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024
  1. DnD 2024 Monsters › Archpriest
Archpriest