Priest

These are NPC class templates. Add them to some humanoids or other monsters to diversify an encounter. Bold abilities are passive, underlined ones are added to the attack options of the original creature. If necessary, you can adjust the damage dice to match the base monster’s. — SaltyGoo

Priests are religious leaders. If they can cast spells, it’s because they serve the Authority or a petty god.

Random Encounter
  1. Monster: 1 priest and …
  2. 1D20 Commoners
  3. 1D4 soldiers.
  4. 1D4 goons.
  5. roll twice.
  6. Lair: The well tended shrine to a god.
      OR
    Omen: The sound of a sermon to a god.
  7. Spoor: A recent offering to a god.
  8. Tracks: A procession of commoners in honor of a god.
  9. Trace: Statues of a god.
  10. Trace: A symbol of a god.
D6 What the Monster Wants
  1. Tithe.
  2. Proselytize.
  3. Talk to a very important person.
  4. Conduct an important ceremony.
  5. Purge the land off corruption/infidels.
  6. Sinners.

Generic Priest

 
HD: 2 Armor: none
Hit it: easy Dodge it: normal
Move: normal  

Out of combat, the priest can ward a door from minor aberrations, fairies or undeads for a day.

Attacks (1/round)

Staff. The priest makes a melee attack (1D4).

Stoke the flames of faith (recharge 2/6). Intelligent faithful creatures hearing the priest have 1D6 extra temporary hit points until the priest’s next turn.

Rebuke Undead (recharge 2/6). Each undead creature near the priest must save against fear.



Keeper of the Forge. Worships industry.

Non-Combat Magic: Metalomancy

Flaming Hammer. The priest makes a melee attack (1D8).

Rebuke Barbarism (recharge 2/6). Each living creature near the priest that is not wearing at least 3 metal items must save vs fear or be frightened.

Spellcasting. Bless, Control Flames, Fire Truth, Flaming Sphere.

Written on November 15, 2020