AC 14 (scale)
HP 32 (5d8 + 10; bloodied 16)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Saving Throws Wis +5, Cha +3
Skills Medicine +5, Insight +5, Persuasion +3, Religion +3 (+1d4)
Senses passive Perception 13
Languages any two
Spellcasting. The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): , ,
1st-level (4 slots): , , ,
2nd-level (3 slots): ,
3rd-level (2 slots): ,
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit, the priest can expend a spell slot to deal 7 (2d6) radiant damage, plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
Sacred Flame (Cantrip; V, S). One creature the priest can see within 60 feet makes a DC 13 Dexterity , taking 9 (2d8) radiant damage on a failure. This spell ignores .
Guiding Bolt (1st-Level; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage, and the next made against the target before the end of the priest’s next turn has .
Dispel Magic (3rd-Level; V, S). The priest scours the magic from one creature, object, or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot, the priest makes a Wisdom ability check (DC 10 + the spell’s level) for each one, ending the effect on a success.
Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as , and when a creature enters the area for the first time on a turn or starts its turn there, it makes a DC 13 Wisdom , taking 10 (3d6) radiant or necrotic damage (priest’s choice) on a failure or half damage on a success.
Healing Word (1st-Level; V). The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can’t cast this spell and a 1st-level or higher spell on the same turn.
Priests are ordained followers of a deity whose faith grants them spellcasting abilities. In a small community lucky enough to have one, a priest is the primary spiritual leader, healer, and defender against supernatural evil. In a city, a priest might lead prayers at a temple, sometimes under the guidance of a high priest.
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 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.