Priest
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Basic
Size: Medium
Type: humanoid
Alignment: any alignment
Health
Hit Points: 27
Hit Dice: 5d8
HP Roll: 5d8+5
Armor
Type: armor
Value: 13
Movement
Walk: 25 ft.
Fly: None
Swim: None
Ability Scores
Strength: 10
Dexterity: 10
Constitution: 12
Intelligence: 13
Wisdom: 16
Charisma: 13
Proficiencies
- Skill: Medicine: +7
- Skill: Persuasion: +3
- Skill: Religion: +4
Senses
- passive_perception: 13
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
None
Condition Immunities
None
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
- Level: 5
- Ability: WIS
- DC: 13
- Modifier: 5
- School: cleric
-
Components Required:
- V
- S
- M
-
Slots
- 1: 4
- 2: 3
- 3: 2
-
Spells
- Level 0, Light
- Level 0, Sacred Flame
- Level 0, Thaumaturgy
- Level 1, Cure Wounds
- Level 1, Guiding Bolt
- Level 1, Sanctuary
- Level 2, Lesser Restoration
- Level 2, Spiritual Weapon
- Level 3, Dispel Magic
- Level 3, Spirit Guardians
Actions
- Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Legendary Actions
NoneOther Information
Languages: any two languages
Challenge Rating: 2
Proficiency Bonus: 2
XP: 450