Page 263 - Monster Manual Expanded III Dragonix
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High Priest, Legendary

         Medium humanoid (any race), any alignment
         Armor Class 15 (chain shirt)
         Hit Points 180 (24d8 + 72)
         Speed 30 ft.
             STR           DEX           CON           INT           WIS           CHA
                14 (+2)      14 (+2)       16 (+3)     16 (+3)      20 (+5)      15 (+2)

         Saving Throws Con +8, Wis +10, Cha +7
         Skills Medicine +15, Persuasion +7, Religion +13
         Senses passive Perception 15
         Languages any two languages
         Challenge 15 (13,000 XP)      Proficiency Bonus +5

         Legendary Resistance (3/Day). If the high priest fails a saving
         throw, it can choose to succeed instead.
         Actions
         Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
         Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
         damage if wielded with two hands, plus 9 (2d8) radiant (good) or 9
         (2d8) necrotic (evil) damage.
         Spellcasting. The high priest is a 20th-level spellcaster. Its
         spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
         spell attacks). It has the following cleric spells prepared:
         Cantrips (at will): guidance, light, sacred flame (4d8), thaumaturgy,
           word of radiance (4d6)
         1st level (4 slots): cure wounds, guiding bolt, sanctuary
         2nd level (3 slots): aid, blindness/deafness, hold person
         3rd level (3 slots): dispel magic, mass healing word, spirit guardians
         4th level (3 slots): banishment, divination, guardian of faith*
         5th level (3 slots): dispel evil and good, flame strike, greater
           restoration
         6th level (2 slots): harm, heal, true seeing
         7th level (2 slots): divine word, fire storm, resurrection
         8th level (1 slot): antimagic field, holy aura
         9th level (1 slot): mass heal, true resurrection
         *The high priest casts this spell on itself before combat.
         Bonus Actions
         Divine Eminence. The high priest expends a spell slot to cause its
         melee weapon attacks to magically deal an extra 10 (3d6) radiant
         (good) or necrotic (evil) damage to a target on a hit. This benefit lasts
         until the end of the turn. If the high priest expends a spell slot of
         2nd level or higher, the extra damage increases by 1d6 for each level
         above 1st.
         Legendary Actions

         The high priest can take 3 legendary actions, choosing from the
         options below. Only one legendary action option can be used at a
         time and only at the end of another creature's turn. The high priest
         regains spent legendary actions at the start of its turn.
         Move. The high priest moves up to half its speed without
           provoking opportunity attacks.
         Cantrip. The high priest casts a cantrip.
         Quarterstaff. The high priest attacks with its Quarterstaff.
         Cast a Spell (Costs 1-3 Actions). The high priest expends a spell
           slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing
           so costs 1 legendary action per level of the spell.

       262          Appendix A. NonPlayer Characters
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