Acolyte
Medium Humanoid
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie, page 486
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: medicine +4, religion +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- 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): light
sacred flame
thaumaturgy
1st-level (3 slots): bless
cure wounds
sanctuary
Actions
- 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 saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Bless (1st-Level; V, S, M, Concentration): Up to three creatures within 30 feet add a d4 to attack rolls and saving throws 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.
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