Archbishop (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 19 (+1 plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.

16 (+3) 12 (+1) 16 (+3) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Con +9, Wis +11, Cha +10
Skills Medicine +16, Persuasion +10, Religion +15
Senses passive Perception 15
Languages any five languages
Challenge 17 (18,000 XP)

Divine Eminence. As a bonus action, the archbishop can expend a spell slot to cause its melee weapon attacks to magically deal an extra 28 (8d6) 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, the extra damage increases by 1d6 for each level above 1st.

Divine Intervention (1/Day). As an action, the archbishop implores their deity for aid. Their deity casts a 9th level or lower spell from the archbishop's prepared spells without material components on a target of the archbishop's choice.

Spellcasting. The archbishop is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The archbishop has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, healing word, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, remove curse, revivify, spirit guardians
4th level (3 slots): banishment, death ward*
5th level (3 slots): commune, greater restoration, raise dead
6th level (2 slots): heal, true seeing*
7th level (2 slots): regenerate, resurrection
8th level (1 slot): antimagic field, holy aura
9th level (1 slot): mass heal, true resurrection

*The archbishop casts these spells on itself before combat.


Mace of Disruption. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage. When the archbishop hits a fiend or an undead with this magic weapon, that creature takes an extra 7 (2d6) radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of it until the end of the archbishop's next turn.
While the archbishop holds this weapon, it sheds bright light in a 20-­foot radius and dim light for an additional 20 feet.

Archbishops are the most experienced clerics of their clergy. They are exclusive to capital cities. They are elected from the Bishops of the order and are given their title for as long as they remain true to the tenants of the deity. Archbishops often have four bishops, at least ten high priests, up to twenty priests, and fifty or more acolytes in their clergy to assist in performing a variety of religious ceremonies or rituals. Being an archbishop is a privilege, not a right, they are held in high regard for their devotion and sacrifice.

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