Monster Dossier
Rancorous Priesthood
Rancorous Priesthood is a fantasy monster entry from source B3.
Traits
cegargantuanhumanoidtroop
Rules & statistics
Monster Profile
Perception
21
Languages
- Languages
- abyssal
- common
Skills
- Athletics
- 22
- Intimidation
- 21
- Religion
- 22
Ability Mods
- Str
- 7
- Dex
- 2
- Con
- 6
- Int
- 2
- Wis
- 5
- Cha
- 4
Defenses
- Ac
- 31
- Saving Throws
- Fort
- 23
- Ref
- 17
- Will
- 22
- Hp
- Hp
- 195
- Weaknesses
- Name
- area
Speed
- Walk
- 25
Spellcasting
- Type
- Spontaneous
- Tradition
- divine
- DC
- 27
- Attack
- 19
- Entry
- 0
- Level
- 6
- Spells
- Name
- daze
- Name
- detect magic
- Name
- divine lance
- Notes
- chaos or evil
- 5
- Slots
- 3
- Spells
- Name
- burning hands
- Name
- fireball
- Name
- hurtling stone
- 6
- Slots
- 2
- Spells
- Name
- cry of destruction
- Name
- destructive aura
Abilities
- Mid
- Traits
- page 306
- Name
- Troop Defenses
- Bot
- Activity
- Number
- 1
- Unit
- action
- Name
- Form Up
- Entries
- Whenever the troop Stride||Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed.
- This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain||3|terrain, the extra movement cost applies to the whole troop.
- Name
- Troop Movement
- Entries
- When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone.
- When Cast a Spell||Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
- Name
- Troop Spellcasting
- Activity
- Number
- 1
- Unit
- varies
- Entry
- 1 to 3
- Frequency
- Unit
- round
- Number
- 1
- Entries
- The members of the mob wildly swing their weapons—primarily greataxes—in a chaotic attack at each enemy adjacent to the troop (27 basic Reflex save). The damage depends on the number of actions. 1 1d12+2 slashing damage 2 2d12+9 slashing damage 3 3d12+9 slashing damage.
- Name
- Wild Swing
Background
Lore
No lore provided.