Archpriest (5e Creature)
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Medium humanoid (any race), any alignment
Divine Strike. The archpriest's weapon attacks are magical. When the archpriest hits with any weapon, the weapon deals an additional 9 (2d8) radiant damage (included in the attack).
Expert Healer. When the archpriest would roll one or more dice to restore hit points with a spell, it instead uses the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, the archpriest would restore 12.
Spellcasting. The archpriest is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
*The archpriest casts these spells (on itself, if applicable) before combat.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) radiant damage.
Preserve Life (3/Short or Long Rest). The archpriest evokes healing energy that can restore up to 90 hit points. The archpriest chooses any number of creatures within 30 feet of it that are not constructs or undead, and divides those hit points among them as the archpriest sees fit. The archpriest cannot restore a creature to more than half of that creature's hit point maximum using this action.
Archpriests are clerics that have truly devoted their lives to serving their deity and are the second strongest member of their clergy. Archpriests are bishops that are anointed and are waiting to become archbishops and take a position worthy of their devotion. Archpriests are often accompanied by two bishops, around five high priests, at least ten priests, and twenty-five or more acolytes.