Bestiary · Humanoid

PR 3

Cult Priest

A priest is the one member of a cult who knows what the rite is actually for. They stand behind the line, and the fight ends when they do: cultists who watch the mask come off scatter inside a round.

Cult Priest, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
13
Hit points
58 (9d8 + 18)
Proficiency
+2
  • STR 11 +0 save +0
  • DEX 13 +1 save +1
  • CON 14 +2 save +2
  • INT 13 +1 save +1
  • WIS 17 +3 save +5
  • CHA 15 +2 save +4
Skills
Deception +4 , Persuasion +4 , Religion +3
Passive Perception
13
Languages
Common, Ebon Liturgy
Found in
Rift Breach , Settlement

Equipment

Traits

  • The mask

    While the mask is on, the priest is immune to being Frightened, and any cultist within 30 feet that can see it has advantage on saves against being Frightened.

  • Broken

    If the priest drops to 0 hit points, every allied cultist within 60 feet that can see it must make a DC 13 Wisdom save or be Frightened of the party for 1 minute.

Actions

  • Multiattack

    Makes two ritual dagger attacks, or casts one channel.

  • Ritual dagger

    +3 to hit · reach 5 ft.

    1d4 + 1 piercing damage

    Plus 1d6 necrotic damage if the priest is at half hit points or fewer.

  • Wither

    One creature within 60 feet makes a DC 13 Constitution save, taking 4d8 necrotic damage on a failure or half as much on a success. The priest regains hit points equal to half the damage dealt.

  • Call the congregation

    Recharges after a long rest. Every allied cultist within 60 feet may use its reaction to move up to its Speed toward the priest.