Archbishop Kriv Esstyrlynn
Archbishop Kriv Esstyrlynn CR: 10
STR
18 +4
DEX
14 +2
CON
16 +3
INT
15 +2
WIS
20 +5
CHA
17 +3
Spellcasting. The archbishop is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archbishop has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead.
- 1st-level (4 slots): command, cure wounds, detect evil and good, detect magic.
- 2nd-level (3 slots): lesser restoration, hold person, spiritual weapon, zone of truth.
- 3rd-level (3 slots): dispel magic, tongues, sending, spirit guardians.
- 4th-level (3 slots): banishment, freedom of movement.
- 5th-level (2 slots): flame strike, greater restoration.
- 6th-level (1 slots): harm.
Actions
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1D8+4 slashing damage, plus 1D8 radiant damage. Cold Breath Weapon (4/Day). The archbishop exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 3D10 cold damage on a failed save, or half as much damage on a successful one. Metallic Breath Weapon (1/Day). The archbishop uses one of the following attacks:
- Enervating Breath. The archbishop exhales paralysing gas in a 15-foot cone. Each creature in the cone must succeed on a DC 15 Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. The archbishop emits a concussive roar in a 15-foot cone. Each creature in the cone must succeed on a DC 15 Strength saving throw or be pushed 20 feet away from her and be knocked prone.
Bonus Actions
Bahamut's Devotee (3/Day). The Archbishop touches one willing creature (which can be themself). For 1 minute, that creature gains a +1 bonus to AC. Divine Eminence. The archbishop expends a spell slot to cause its melee weapon attacks to magically deal an extra 3D6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archbishop expends a spell slot of 2nd level or higher (up to a maximum of 5th level), the extra damage increases by 1D6 for each level above 1st.
Mental characteristics
Personal history
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