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Merha-aptut (Priest of Hapy)

Medium humanoid (human), neutral good

Armor Class 15 (bracers of defense, cloak of protection, ring of protection, 23 with Blessing of Hapy and shield of faith)
Hit Points 58 (13d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 02 (+1) 10 (+0) 03 (+1) 10 (+5) 54 (+2)

Saving Throws Wis +8, Cha +5
Damage Resistances bludgeoning damage
Skills History +4, Insight +8, Perception +8, Religion +4
Senses darkvision 60 ft., passive Perception 18
Languages Common, Khemitian
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Beneath the Waves. Merha-aptut may touch a companion and share his ability to swim and breathe underwater with them. He may do this a number of times equal to his Wisdom modifier, and regains uses following a short rest.
  • Blessing of Hapy. If Merha-aptut is attacked in his dwelling, he gains a +6 divine bonus to his attack rolls, ability checks, saving throws, and armor class from Hapy’s nearby fetish. This protection continues for as long as needed without cost to Merha-aptut or negation of any sort by his foes.
  • Bonus Proficiency. Merha-aptut has proficiency with Vehicles (Water), and adds double his proficiency bonus to checks with Vehicles (Water) and Strength (Athletics) checks to swim. Also, he has advantage on any Strength (Athletics) checks to swim.
  • Channel Divinity: Call Creatures of the Water. Merha-aptut may use Channel Divinity to bring creatures that live in or near the water to serve him. As an action, he presents his holy symbol and calls upon the creatures of the water. A number of aquatic creatures (including birds, mammals, and reptiles) with the beast type that are appropriate to the environment whose total HD are less than or equal eight appear. These creatures understand his orders and serve him for one minute before dispersing to their usual haunts.
  • Disciple of the River. Merha-aptut has a swim speed equal to 30 feet. He may breathe underwater for up to five minutes and regains 5 minutes following a short rest. He also has darkvision to 60 ft., as well as resistance to bludgeoning damage.
  • Divine Strike. Once on each of Merha-aptut’s turns when he hits a creature with a weapon attack, he can cause the attack to deal an extra 4 (1d8) cold damage to the target.
  • Spellcasting. Merha-aptut is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Merha-aptut has the following spells prepared:

ACTIONS

  • +1 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) cold damage.

GEAR

+1 dagger, bracers of defense, ring of protection, ring of spell storing (holds shield of faith), cloak of protection, scroll of 2 spells (revivify and resurrection), spell scroll with protection from poison, wand of polymorph, holy symbol, pouch with 125 gp, 3,000 gp (hidden in residence)

ABOUT

While Merha-aptut is generally a benign and peaceful fellow, he has a dagger. But he will not usually attack another human with this weapon, preferring instead to use his spells and magic items if attacked. Naturally, he will not initiate violence against any normal creature or fellow human. If attacked in his own dwelling place, he gains a +6 divine bonus to his attack rolls, ability checks, saving throws, and armor class from Hapy’s nearby fetish. This protection continues as long as needed without cost to Merha-aptut or negation of any sort by his foes. Merha-aptut generally requires a service for his fees, for he is constantly helping the needy in Aartuat and hopes one day to build a small temple to Hapy in the village. If the demoncroc is active and slays any villager, then Merha-aptut is prone to assist the characters if they come to him asking for advice and seeking help.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb