Hryngar Battlepriest
Creature 9 — dwarf, hryngar, humanoid
Pre-Remaster content. May include legacy alignment.
WeaverMenderLANDdwarfhryngarhumanoid
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +19; darkvision
Languages common, dwarven, sakvroth
Skills athletics +16, intimidation +19, nature +15, religion +19
Str
+4
Dex
+1
Con
+4
Int
+1
Wis
+5
Cha
+3
Items Light Hammer, Chain Mail
AC 29
Fort +18
Ref +15
Will +21
HP 155
Resistances poison 8
Speed 20 feet
Offense
Ranged Light Hammer (agile, magical, thrown-20) +20, Damage 2d6+8 bludgeoning
Ranged Light Hammer (agile, magical, thrown-20) +20, Damage 2d6+8 bludgeoning
Abilities
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Sheltered Command (auditory, linguistic, mental) —
Part the Troops — The hryngar battlepriest and their mount can share the same space as creatures with both the hryngar and troop traits. Such creatures ignore the Trample ability of any creature the battlepriest is riding.
Toil and Trample —
Divine Prepared Spells DC 28, attack +20
5th Flame Strike (×3), Spiritual Guardian
4th Divine Wrath, Freedom of Movement
3rd Blindness, Heroism
2nd Dispel Magic (×2), See the Unseen
1st Fear, Heal
Cantrips (5th) Daze, Detect Magic, Divine Lance, Shield
Occult Innate Spells DC 28, attack +20
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil
WORKS WELL WITH
CrasherLANDBuffed by dual-tradition spells while sharing space through troop coordination.
FlankerLANDSpell support and mounted mobility enable aggressive positioning against priority targets.
PUNISHES
✖ low Will✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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