Monster
Priest
Medium humanoid (any race) · any alignment · CR 2
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- any alignment
- AC
- type: armor, value: 13, armor: Chain Shirt
- HP
- 27 (5d8)
- Speed
- walk: 25 ft.
- Challenge
- CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 | 10 | 12 | 13 | 16 | 13 |
Proficiencies: Skill: Medicine, Skill: Persuasion, Skill: Religion
Senses: passive_perception: 13
Languages: any two languages
Special abilities
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy - 1st level (4 slots): cure wounds, guiding bolt, sanctuary - 2nd level (3 slots): lesser restoration, spiritual weapon - 3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.