A priest blessed with greater powers and fueled by a hidden fury. Who will receive its divine intervention?
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27/27 (10d8+10)
Speed 25 ft.
|10 (+0)||10 (+0)||12 (+1)||13 (+1)||16 (+3)||13 (+1)|
Skills Medicine+7, Persuasion+3, Religion+4
Senses passive Perception 13
Languages any two languages
Challenge 5 (1,800 XP)
Paragon Fortitude. The priest has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Paragon Fury. The priest may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.
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 two 5th-level casters stacked on top of each other. It has two sets of spell slots, each set only available to each of its two hit point pools. Its spellcasting ability is Wisdom (spell save DC13, +5 to hit with spell attacks). The priest has the following 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 guardian
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Angelic Guardian Wings. Once per short rest, as a bonus action, this creature can summon a pair of angelic wings. Each wing has 2 spines. Whenever an attack would hit this creature, it can cause one spine to shatter instead, negating the attack. A critical hit against this creature requires two spines to negate. So long as this creature has at least 1 spine remaining, it has a 20 ft. fly speed.
Defensive Push. If an attack from an adjacent creature against this creature misses, it can as a legendary reaction force the attacking creature to make a DC13 Strength saving throw, being pushed 15 ft. on a failed save.
Suscept Mind. If this creature succeeds on a saving throw forced by another creature, it can as a legendary reaction force that creature to make a DC10 Intelligence saving throw, suffering disadvantage on the next saving throw they make until the end of this creature’s next turn on a failed save.