Restless Priest

Restless Priest Tactics

The Restless Priest will position itself so its Cursed Sermon hits the most targets.

The Restless Priest will attack clerics, paladins, and any other devout followers of a god that isn't theirs. If nobody is a devout follower, they will attack the party member with the least HP first.

Dragon Stew

Restless Priest
MEDIUM UNDEAD LAWFUL EVIL

The Restless Priest is the tormented soul of a priest that used to perform rituals in an abandoned temple. Now, as a member of the undead, they kill any sentient being they come in contact with and turn them into a faithful acolyte of the god they once followed.


Armor Class: 11 (natural armor)

Initiative: -1 (9)

Hit Points: 26 [4d8+8]

Speed: 0 ft., fly 20 ft. (hover)

Challenge: 3 (XP 700; PB +4)
    MOD SAVE
STR 15 +2 +2
DEX 8 -1 -1
CON 15 +2 +6
    MOD SAVE
INT 6 -2 -2
WIS 14 +2 +6
CHA 12 +1 +1

Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Immunities: necrotic, poison; charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: Darkvision 60 ft., Passive Perception 12

Languages: All languages that it knew in life.


Traits

Incorporeal Movement. the restless priest can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.

Sunlight Weakness. While in sunlight, the restless priest has disadvantage on attack rolls, ability checks, and saving throws.

Congregation of shadows. If a creature dies in the presence of the restless priest, the creature turns into a restless follower.


Actions

Multiattack. The resless priest makes 3 rotting claw attacks or 1 Rotting Claw attack and 1 Huanting Prayer.

Rotting Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 3 ( 1d6 ) necrotic damage.

Cursed Sermon (recharge 5-6). The restless priest exhales shadowy energy in a 15-foot cone. Each creature in that area must make a DC 12 Wisdom saving throw, taking 16 (4d6 + 2) necrotic damage on a failed save or half as much damage on a successful one.

Haunting Prayer. The restless priest targets one creature it can see within 60 ft of it. If the target can hear the restless priest, it must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the restless priest's next turn. A target that succeeds on the saving throw is immune to the Haunting Prayer for the next 24 hours.


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