Medium Humanoid, Any Alignment
Armor Class 10
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses Passive Perception 12
Languages Common, Elvish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Surge of Vigor (Recharges after a Long Rest). If the priest is dealt damage equal to half or more of their current remaining hit points (even if their HP is reduced to 0 by the attack), they immediately regain 8 (1d12 + 2) hit points.

Charge. If the priest moves at least 20 feet in a straight line towards an enemy, their antler attack deals an extra 3 (1d6) points of piercing damage. If the target of the charge is Large or smaller, they must make a DC 11 Strength saving throw or be pushed 10 feet away from the priest.

Spellcasting. The priest is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): guidance, light, spare the dying

1st level (4 slots): bless, cure wounds, guiding bolt, shield of faith

2nd level (2 slots): calm emotions, warding bond

Actions

Antlers. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if being held in both hands.

Description

Cervan villages are typically led by a community elder who is wise both in politics as well as the ways of the Amaranthine. Priests provide guidance to the community, ensuring that rituals are properly observed and customs upheld. As storytellers and keepers of a village’s history, they are trusted with the myths and folktales used to impart knowledge necessary for survival in the forest.

The_Hidden

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