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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Cueyatl Moon Priest/

Cueyatl Moon Priest

Cueyatl Moon Priest

Small humanoid, lawful evil
  • Armor Class 13 (studded leather)
  • Hit Points 81 (18d6+18)
  • Speed 30 ft., climb 20 ft., swim 30 ft.
  • STR
    10 (+0)
  • DEX
    12 (+1)
  • CON
    12 (+1)
  • INT
    10 (+0)
  • WIS
    16 (+3)
  • CHA
    12 (+1)
  • Saving Throws Con +4
  • Skills Medicine +6, Perception +6, Religion +3
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Cueyatl
  • Challenge 5 (1,800 XP)
  • Amphibious. The cueyatl can breathe air and water.
  • Jungle Camouflage. The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.
  • Slippery. The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.
  • Standing Leap. The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Spellcasting. The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:
    Cantrips (at will): guidance, resistance, sacred flame, spare the dying
    1st level (4 slots): bane, cure wounds, protection from evil and good
    2nd level (3 slots): hold person, silence, spiritual weapon
    3rd level (2 slots): bestow curse, spirit guardians

Actions

  • Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) poison damage.
  • Night's Chill (Recharge 5-6). The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.

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