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Duergar, Duergar High Priest

Duergar High Priest CR 12

Source Monster Codex pg. 51
XP 19,200
Duergar cleric 13
LE Medium humanoid (dwarf)
Init +0; Senses darkvision 120 ft.; Perception +18

Defense

AC 31, touch 14, flat-footed 31 (+9 armor, +4 deflection, +8 natural)
hp 101 (13d8+39)
Fort +10, Ref +4, Will +13; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity

Offense

Speed 20 ft.; freedom of movement
Melee +1 heavy mace +12/+7 (1d8+2)
Ranged mwk light crossbow +10 (1d8/19–20)
Special Attacks channel negative energy 4/day (DC 17, 7d6)
Spell-Like Abilities (CL 13th; concentration +14)
1/day—enlarge person (self only), invisibility (self only), ironskin
Domain Spell-Like Abilities (CL 13th; concentration +18)
8/day—copycat (13 rounds), dazing touch
At will—charming smile (13 rounds/day, DC 16), master’s illusion (13 rounds/day, DC 21)
Cleric Spells Prepared (CL 13th; concentration +18)
7th—blasphemy (DC 22), insanityD (DC 22)
6th—blade barrier (DC 21), harm (DC 21), misleadD (DC 21)
5th—break enchantment (DC 20), breath of life, charm monsterD (DC 20), slay living (DC 20), wall of stone (DC 20)
4th—cure critical wounds, divine power, freedom of movement, heroismD, spell immunity, unholy blight (DC 19)
3rd—bestow curse (DC 18), dispel magic, invisibility purge, stone shape, suggestionD (DC 18), wind wall
2nd—control vermin (DC 17), hold person (2, DC 17), invisibilityD, sound burst (DC 17), spiritual weapon
1st—bane (DC 16), charm personD (DC 16), cure light wounds, divine favor, doom (DC 16), shield of faith (2)
0 (at will)—detect magic, guidance, resistance, virtue
D domain spell; Domains Charm, Trickery

Tactics

Before Combat The high priest casts freedom of movement, ironskin, and shield of faith.
During Combat The high priest first provides magical support, then uses enlarge person and enters combat.
Base Statistics When not under the effects of freedom of movement, ironskin, and shield of faith, the high priest’s statistics are AC 22, touch 11, flat-footed 22; Speed no freedom of movement.

Statistics

Str 13, Dex 10, Con 14, Int 8, Wis 20, Cha 12
Base Atk +9; CMB +10; CMD 21 (25 vs. bull rush or trip)
Feats Combat Casting, Gray Dwarf Magic (ironskin), Giant StepsARG, Innate Flexibility, Tough as Iron, Toughness, Weapon Focus (heavy mace)
Skills Knowledge (religion) +8, Perception +18, Spellcraft +9
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Combat Gear scroll of cure critical wounds; Other Gear +3 chainmail, +1 heavy mace, mwk light crossbow with 20 bolts, amulet of natural armor +2, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, spell component pouch, 321 gp

Ecology

Environment any underground

Description

Because religious doctrine is so influential in duergar society, common duergar treat high priests like the voice of their god, trusting their wisdom in all things. A high priest is effectively the primary lawmaker for her clan.

Creatures in "Duergar" Category

NameCR
Duergar1/3
Duergar Anvil1
Duergar Bombardier1
Duergar Captain8
Duergar Hammer11
Duergar High Priest12
Duergar Lieutenant5
Duergar Sergeant1
Duergar Sharpshooter1/2
Duergar Slaver1/2
Duergar Taskmaster9
Duergar Tyrant3