Eternal Flame priests see the world approximately them together impure and also unworthy, and believe that only cleansing through fire can collection it right. As a result, every fire is reputed holy, native the the smallest candle fire to the biggest conflagrations. Once traveling in the open, Eternal Flame priests are clever sufficient to hide your true beliefs, passing themselves off together druids or wizards v a knack for fire magic.
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This monster is a member the the Eternal fire Cultists group.
Eternal flame Priest
Medium humanoid (human), neutral evil
Armor Class 12 (15 through mage armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR 12 (+1)DEX 15 (+2)CON 14 (+2)INT 10 (+0)WIS 11 (+0)CHA 16 (+3)Skills Deception +5, Intimidation +5, religion +2
Damage Resistances fire
Senses passive late 10
Languages Common, Ignan
Challenge 3 (700 XP)
Spellcasting. The priest is a 5th-level spellcaster. That is spellcasting capability is Charisma (spell conserve DC 13, +5 to hit through spell attacks). It to know the adhering to sorcerer spells (an asterisked spell is indigenous appendix B):
Cantrips (at will): control flames*, create bonfire*, fire bolt, light, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Control Flames
Control Flames
Transmutation Cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour (see below)
Elemental Evil
You select nonmagical flame that you deserve to see within selection and that fits in ~ a 5-foot cube. You influence it in among the following ways:
You instantaneously broaden the flame 5 feet in one direction, detailed that lumber or other fuel is current in the brand-new location.You instantaneously extinguish the flames in ~ the cube.You dual or halve the area of glowing light and also dim light cast by the flame, change its color, or both. The adjust lasts for 1 hour.You cause an easy shapes-such as the vague type of a creature, an meaningless object, or a location-to appear within the flames and also animate as you like. The shapes last because that 1 hour.If you cast this spell multiple times, you deserve to have increase to three of that is non-instantaneous effects energetic at a time, and also you can dismiss such an result as an action.
Create Bonfire
Create Bonfire
Conjuration Cantrip Casting Time: 1 activity Range: 60 feet Components: V, S Duration: Concentration, approximately 1 minute
Elemental Evil
You produce a bonfire top top ground the you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any kind of creature in the bonfire’s an are when you actors the spell need to succeed top top a Dexterity saving throw or take 1d8 fire damage. A biology must likewise make the saving throw as soon as it beginning the bonfire’s room for the an initial time ~ above a rotate or ends its turn there.
The spell’s damages increases through 1d8 once you reach fifth level (2d8), 11th level (3d8), and also 17th level (4d8).
Fire Bolt
Fire Bolt
Evocation Cantrip Casting Time: 1 activity Range: 120 feet Components: V, S Duration: Instantaneous
You hurl a mote the fire in ~ a creature or object within range. Make a ranged order attack versus the target. Top top a hit, the target bring away 1d10 fire damage. A flammable object hit by this spell ignites if that isn’t being worn or carried.
This spell’s damages increases through 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Light
Light
Evocation Cantrip Casting Time: 1 activity Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour
You touch one object that is no larger than 10 feet in any type of dimension. Till the order ends, the thing sheds bright light in a 20-foot radius and dim light for secondary 20 feet. The light deserve to be colored together you like. Completely covering the object through something opaque block the light. The spell end if you cast it again or i have dissolved it as an action.
If friend target things held or worn by a enemy creature, that creature need to succeed on a Dexterity conserving throw to avoid the spell.
Minor Illusion
Minor Illusion
Illusion Cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a little of fleece) Duration: 1 minute
You create a sound or picture of things within range that lasts for the duration. The illusion likewise ends if girlfriend dismiss it as an activity or actors this assignment again.
If you produce a sound, that volume can selection from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating the drums, or any kind of other sound you choose. The sound proceeds unabated transparent the duration, or you can make discrete sounds at various times before the assignment ends.
If girlfriend create an image of an object-such as a chair, muddy footprints, or a small chest-it have to be no larger than a 5-foot cube. The photo can’t produce sound, light, smell, or any other sensory effect. Physical interaction with the photo reveals the to it is in an illusion, since things deserve to pass v it.
If a creature provides its activity to study the sound or image, the creature have the right to determine the it is an illusion v a successful intelligence (Investigation) check versus your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes pass out to the creature.
Burning hand
Burning Hands
1st-level Evocation Casting Time: 1 activity Range: self (15-foot cone) Components: V, S Duration: Instantaneous
As you organize your hands with thumbs touching and fingers spread, a slim sheet that flames shoots soon from your outstretched fingertips. Each biology in a 15-foot cone need to make a Dexterity conserving throw. A creature takes 3d6 fire damage on a failed save, or fifty percent as much damages on a successful one.
The fire ignites any kind of flammable objects in the area that aren’t being worn or carried.
At higher Levels. when you cast this spell making use of a spell slot of 2nd level or higher, the damages increases through 1d6 because that each slot level above 1st.
Expeditious Retreat
Expeditious Retreat
1st-level Transmutation Casting Time: 1 bonus action Range: me Components: V, S Duration: Concentration, up to 10 minutes
This spell enables you to move at an remarkable pace. Once you cast this spell, and then as a bonus action on each of your transforms until the spell ends, you deserve to take the Dash action.
Mage Armor
Mage Armor
1st-level Abjuration Casting Time: 1 activity Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours
You touch a ready creature that isn’t attract armor, and a safety magical pressure surrounds it till the assignment ends. The target’s base AC i do not care 13 + that Dexterity modifier. The spell end if the target dons armor or if friend dismiss the spell together an action.
Blur
Blur
2nd-level Illusion Casting Time: 1 activity Range: self Components: V Duration: Concentration, approximately 1 minute
Your human body becomes blurred, shifting and also wavering to all who have the right to see you. For the duration, any kind of creature has disadvantage on attack rolls versus you. An attacker is immune come this effect if that doesn’t depend on sight, as with blind sight, or deserve to see with illusions, similar to truesight.
Scorching ray
Scorching Ray
2nd-level Evocation Casting Time: 1 activity Range: 120 feet Components: V, S Duration: Instantaneous
You create three beam of fire and also hurl them in ~ targets in ~ range. You can hurl them in ~ one target or several.
Make a ranged spell attack for every ray. Top top a hit, the target take away 2d6 fire damage.
At greater Levels. when you actors this spell making use of a spell slot of third level or higher, you create one additional ray because that each slot level over 2nd.
Fireball
Fireball
3rd-level Evocation Casting Time: 1 activity Range: 150 feet Components: V, S, M (a tiny sphere of bat guano and sulfur) Duration: Instantaneous
A shining streak flashes from her pointing finger to a allude you pick within selection and climate blossoms v a low roar right into an to explode of flame. Each biology in a 20-foot-radius sphere focused on that point must make a Dexterity conserving throw. A target take away 8d6 fire damages on a failure save, or fifty percent as much damage on a effective one.
The fire spreads approximately corners. It ignites flammable objects in the area the aren’t gift worn or carried.
At greater Levels. once you actors this spell using a assignment slot of 4th level or higher, the damages increases by 1d6 for each slot level over 3rd.
Actions
Dagger.
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Melee or Ranged Weapon Attack: +4 to hit, with 5 ft. Or selection 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.