Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 10 Chain Mail
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 12
Languages Infernal Acolytes cannot speak well - must roll a wisdom saving throw to see if they understand. Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:

Cantrips (at will): light, spare the dying, sacred flame

1st level (3 slots): inflict wounds, cure wounds, sanctuary

Actions

Creature can have two of any of the following:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 6 ft., up to 2 targets. Hit: 2 (1d6) bludgeoning damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 20/60 ft. (thrown), one target. Hit: 1 (1d4)  piercing damage.

Description

These acolytes are the lowest level for their organization and are highly trained in hand-to-hand fighting. They function more as a protective class, as opposed to the more magical initiates. They firmly believe in the mission of their cult and are willing to die to see it furthered.

They favor hand-to-hand fighting and do not use magic for their first attack.

They travel in groups of 2 or 3, with up to 12 existing in a large city at a time. 

Monster Tags: NPC

Habitat: Urban

threefreefleas

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