Priest of Entropy
Medium humanoid, chaotic evil
Armor Class
14 (scale armor)
Hit Points
136 (21d8 + 42)
Speed
30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
15 (+2)
Senses
passive Perception 13
Saving Throws
Con +6, Wis +7
Skills
Intimidation +6, Religion +4
Languages
any two languages
Challenge
12 (8,400 XP)
Spellcasting. The priest is a 12th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
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Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
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1st level (4 slots): bane, detect magic, guiding bolt, healing word, inflict wounds
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2nd level (3 slots): gentle repose, hold person, spiritual weapon, silence
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3rd level (3 slots): animate dead, dispel magic, mass healing word, meld into stone, protection from energy, sending
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4th level (3 slots): banishment, blight, death ward
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5th level (2 slots): contagion, circle of power, hallow, insect plague
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6th level (1 slot): forbiddance, true seeing
Actions
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
Arcane Disruption. The priest conjures an aura of disruptive energy that radiates from it in a 15 foot radius and moves with the priest, centered on it. The aura lasts until the priest dismisses it as action, or dies. While inside the aura, any creature that attempts to cast a spell must first succeed on a DC 15 Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.