Currently, I’m working on a one-shot adventure that involves a retired deaconess living in an upscale, walled estate. The adventure is scalable, meaning that it will be available to any characters at any level.
At early levels, the deaconess is a priest. But once the characters become 5th-level, a priest is no longer a reasonable challenge. The next “priest” NPC is in Volo’s Guide to Monsters, which is the war priest, inversely too high for 5th-level characters. Therefore, it’s necessary that I created something in between.
Thus, here is the CR 6 version of the priest NPC, high priest/priestess.
High Priest/Priestess
Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Hit Points 99 (18d8 + 18)
Speed 25 ft.
Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 14 (+2), Wis 18 (+4), Cha 15 (+2)
Skills Medicine +10, Persuasion +5, Religion +6
Senses passive Perception 14
Languages any two languages
Challenge 6 (2,300 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 about 1st.
Spellcasting. The high priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The priest has the following cleric spells prepared.
- Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, protection from evil and good, sanctuary
- 2nd level (3 slots): hold person, lesser restoration, spiritual weapon
- 3rd level (3 slots): dispel magic, protection from energy, spirit guardians
- 4th level (3 slots): banishment, guardian of faith
- 5th level (1 slot): flame strike
Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
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Art by Wonmi Choi.