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:

  • Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy

  • 1st level (4 slots): bane, detect magic, guiding bolt, healing word, inflict wounds

  • 2nd level (3 slots): gentle repose, hold person, spiritual weapon, silence

  • 3rd level (3 slots): animate dead, dispel magic, mass healing word, meld into stone, protection from energy, sending

  • 4th level (3 slots): banishment, blight, death ward

  • 5th level (2 slots): contagion, circle of power, hallow, insect plague

  • 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.

medium
humanoid
cr12
homebrew