HP 11 (2d8 + 2; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 10
Skills Medicine +4, Religion +2 (+1d4)
Senses passive Perception 12
Languages any one
Spellcasting. The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): , ,
1st-level (3 slots): , ,
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Sacred Flame (Cantrip; V, S). One creature the acolyte can see within 60 feet makes a DC 12 Dexterity , taking 4 (1d8) radiant damage on a failure. This spell ignores .
Bless (1st-Level; V, S, M, Concentration). Up to three creatures within 30 feet add a d4 to and for 1 minute.
Cure Wounds (1st-Level; V, S). The acolyte touches a willing living creature, restoring 6 (1d8 + 2) hit points to it.
An acolyte is a priest in training or an assistant to a more senior member of the clergy. While acolytes may be found acting as servants or messengers in major temples, an acolyte may also be the only representative of their faith serving a village or roadside shrine.
CR 0–2 1d4 ; ; ; ; with 1d4
Treasure 10 gp, silver ring etched with holy symbol (25 gp), 3
CR 3–4 2 ; with 1d4 ; with 1d8 or 1d4 ; with 1d4 ; with or 1d6
Treasure 50 gp, fine vestments (100 gp), 3 prayer books (25 gp each),
CR 5–10 high priest with 1d8 , 1d6 , or 2 ; with , , , , , , or ; with 2 or 1d8 ; with 1d8
Treasure 200 gp, garnet-topped staff (150 gp), 3 rare holy books (200 gp each), 2 ,
CR 11–16 ; with and 4 ; with , , , or ; with and 1d20
Treasure gold-plated treasure box (200 gp) containing 1,000 gp and 4 tourmaline gemstones (100 gp each), gold holy symbol (250 gp), 2 of ,
CR 17–22 with , , or ; with 2 or ; with and 1 or 2
Treasure 500 pp, only existing copy of a holy book (5,000 gp), of or , ,
CR 23–30 with and 3 ; with and 3 ; with , , or
Treasure 2,000 gp, gold chalice (2,500 gp), gold-and-diamond holy symbol (7,500 gp), gem prayer beads (10,000 gp), holy relic (10,000 gp), 2 , ,
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.