The Salt-Sealed Hierophant

Long before the cult broke the seals, the chamber's priest-wardens bound this guardian to preserve the dead in perfect silence. Its oath was to keep the sanctum unopened until the proper tides, rites, and successors arrived. The cult mistook its stillness for weakness. Now it treats all intruders as the same sin wearing different faces.

LargeUndead(undead)CR Hard to Deadly boss encounter for 4 level 6 characterslawful evil

The Salt-Sealed Hierophant

undeadguardianbossdrownedcryptnecromancywaterreligious horrormini-boss
HP136AC18SPD30 ft., swim 30 ft.CR8 (3,900 XP)ReligionPerceptionIntimidation
STR
15
DEX
12
CON
18
save
INT
10
WIS
16
save
CHA
14
save
Undead Resilience. The Hierophant has advantage on saving throws against being turned or frightened. While in water or standing on soaked stone, it regains 5 hit points at the start of its turn unless it took radiant damage since the end of its last turn.
Funerary Judgment. The Hierophant's weapon attacks deal an extra 4 () necrotic damage to creatures that are prone, grappled, or restrained.
Tideborne. The Hierophant can breathe only through old rites, not lungs. It ignores difficult terrain caused by shallow water, mud, or submerged debris.
Scepter of the Drowned Rite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () bludgeoning damage plus 9 () necrotic damage, and the target must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone if it is standing in water or on slick stone.
Press the Burial Deep. The Hierophant exudes a 20-foot-radius pulse of grave pressure centered on itself. Each enemy of the Hierophant in the area must make a Constitution saving throw. On a failure, a creature takes 13 () necrotic damage and cannot regain hit points until the start of the Hierophant's next turn. On a success, the creature takes half damage and suffers no other effect.
Seal of the Tomb Oath. The Hierophant targets one sealed door, stone slab, iron gate, or burial seal it can see within 60 feet. The target becomes locked by spectral funerary sigils until destroyed or dispelled. Creatures that try to open or force the target must first succeed on a Strength check or Dexterity check, and the first creature that fails takes 7 () force damage.
Tidal Rebuff. When a creature the Hierophant can see hits it with a melee attack while standing in water or within 10 feet of a flooded edge, the attacker must make a Dexterity saving throw or take 7 () bludgeoning damage and be pushed 5 feet from the Hierophant as a recoil wave lashes out.
Brine Drift. The Hierophant moves up to its speed without provoking opportunity attacks. If it ends this movement in water, it can also cause rippling difficult terrain in a 10-foot line behind it until the start of its next turn.
Condemn the Oathbreaker. One creature the Hierophant can see within 30 feet must succeed on a Wisdom saving throw or hear the hierophant's funeral condemnation and have disadvantage on its next attack roll or saving throw before the end of its next turn.
Raise the Remains (Costs 2 Actions). A corpse, pile of bones, or submerged skeleton within 30 feet rises as a bone thrall for 1 minute or until destroyed. The thrall acts on the Hierophant's initiative and uses the skeleton stat block, except it has 1 hit point and deals extra necrotic damage on a hit.
Cantrips
Detect MagicDivination The Hierophant can cast detect magic at will, requiring no components.
ThaumaturgyTransmutation The Hierophant can cast thaumaturgy at will, requiring no components.
1st level
CommandEnchantment The Hierophant can cast command 3 times per day, requiring no material components.
2nd level
Hold PersonEnchantment The Hierophant can cast hold person 2 times per day, requiring no material components.
3rd level
Water WalkTransmutation The Hierophant can cast water walk 1 time per day, but only on undead, corpses, or itself.
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