Dragonborn Warpriest - AI-generated fantasy Monster

Dragonborn Warpriest

The Dragonborn Warpriest is the spiritual and tactical commander of the east bastion, a fortress whose defenders believe its walls were raised around a fallen star. The warpriest's authority comes from the Bastion Creed, which teaches that every soldier is a stone in a living wall. Its crystal shard is both a holy symbol and a battlefield instrument, binding hostile creatures in place while guiding allied troops through danger.

MediumHumanoid(Dragonborn)CR Challenge Rating 4Lawful neutral

Dragonborn Warpriest

dragonbornhumanoiddivine-casterfortress-defendercontrollersiege-commanderradiantcustom-monster
HP66AC+6SPD30 ft.CR4 (1,100 XP)IntimidationPersuasionReligionInsight
STR
15
DEX
14
CON
13
INT
10
WIS
16
save
CHA
14
save
Sacred Authority. The warpriest has advantage on saving throws against being frightened or charmed. Allied creatures within 10 feet of the warpriest have advantage on saving throws against being frightened.
Dragonborn Consecration. The warpriest has resistance to fire damage and can speak, read, and write Draconic, Common, and Celestial.
Shard Litany. The warpriest can maintain concentration on its spells while using Shard Binding, but it cannot maintain more than one concentration spell at a time.
Shard Command. The warpriest can use a bonus action to move its bound shard up to 20 feet to an unoccupied point it can see within 60 feet. Moving the shard ends its restraint effect on all creatures currently restrained by it.
Multiattack. The warpriest makes two attacks, using Radiant Mace or Sacred Flame in any combination.
Radiant Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage plus 4 () radiant damage.
Sacred Flame. The warpriest points at one creature it can see within 60 feet. The target must succeed on a Dexterity saving throw or take 9 () radiant damage. The target gains no benefit from half or three-quarters cover. The warpriest can choose to have the flame leap to a second creature within 10 feet of the first target, which must make the same saving throw. On a successful save, a creature takes half damage.
Channel Divinity. The warpriest invokes divine authority. Each enemy of the warpriest within 20 feet that can hear it must succeed on a Wisdom saving throw or be frightened until the end of the warpriest's next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each allied creature within 20 feet can immediately move up to half its speed without provoking opportunity attacks.
Shard Binding. The warpriest binds a radiant crystal shard to a point it can see within 60 feet. The shard creates a 10-foot-radius zone of shimmering force that lasts for 1 minute. The area is difficult terrain for enemies. When an enemy enters the zone for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or be restrained until the start of its next turn. A restrained creature can use its action to repeat the saving throw, ending the effect on a success. The warpriest can maintain only one shard at a time.
Dragonborn Radiance. The warpriest exhales a 15-foot cone of searing energy. Each creature in the area must make a Dexterity saving throw, taking 14 () radiant damage on a failed save, or half as much damage on a successful one. The damage type can instead be fire, cold, lightning, or acid, chosen when the warpriest is created.
Interposing Prayer. When a creature the warpriest can see within 30 feet is hit by an attack, the warpriest raises its shield and projects a brief ward. The target gains a bonus to AC against that attack, potentially causing it to miss. The warpriest must be wielding its shield.
Cantrips
ThaumaturgyTransmutation The warpriest creates a harmless sensory effect, such as a battle cry, ringing bell, or glowing emblem, within 30 feet for up to 1 minute.
Sacred FlameEvocation One creature within 60 feet must succeed on a DC 14 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover.
1st level
BlessEnchantment The warpriest grants one creature within 30 feet advantage on its next attack roll or saving throw made before the end of the warpriest's next turn.
Cure WoundsEvocation The warpriest restores 2d8 + 3 hit points to a creature it can touch.
Guiding BoltEvocation The warpriest marks a creature within 60 feet with a glowing sigil. The first time each turn the target is hit by an attack, the attack deals an extra 1d4 radiant damage.
2nd level
Spiritual WeaponEvocation A spectral weapon appears in an unoccupied space within 60 feet and attacks one creature within 5 feet of it as a bonus action. Melee spell attack: +6 to hit. Hit: 5 (1d8 + 1) force damage.
Warding LightEvocation The warpriest creates a 15-foot-radius sphere of dim, golden light centered on a point within 60 feet. Enemies in the area have disadvantage on saving throws against being frightened.
AidAbjuration Up to three creatures of the warpriest's choice within 30 feet gain a +1 bonus to AC and saving throws for up to 10 minutes while the warpriest maintains concentration.
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