Hierophant

Medium humanoid (any race), any alignment

Armor Class 16 (hide armor, shield)
Hit Points 132 (24d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+4) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0)

Saving Throws Intelligence +5, Wisdom +9
Skills Medicine +9, Nature +5, Perception +9
Senses passive Perception 19
Languages Druidic plus any two languages
Challenge 12 (8,400 XP)

Special Traits

Actions

  • Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Change Shape (2/day). The hierophant magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The hierophant can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The hierophant reverts to its true form if it dies or falls unconscious. The hierophant can revert to its true form using a bonus action on its turn. While in a new form, the hierophant retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

scroll to top