Medium Humanoid (Any Race, Cleric), Any Alignment
Armor Class 18 chainmail, shield
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws WIS +6, CHA +4
Skills Insight +6, Persuasion +4, Religion +3
Senses Passive Perception 13
Languages any two
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Devotion. The chaplain has advantage on saving throws against being charmed or frightened.

Spellcasting. The chaplain is a 9th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). They have the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying
1st Level (4 slots): bless, guiding bolt, healing word
2nd Level (3 slots): lesser restoration, prayer of healing, spiritual weapon
3rd level (3 slots): dispel magic, purge contamination, spirit guardians
4th level (3 slots): banishment, divination
5th level (1 slot): flame strike

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target, Hit: 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage when used in two hands to make a melee attack.

Description

Campaign: Dungeons of Drakkeneheim

Ordained with prayer beads and holy symbols, a chaplain is a faithful warrior-priest who accompanies questing knights and military regiments on campaign. During moments of peace, some will prepare continual flame, sending, speak with dead, remove curse, greater restoration, scrying, and raise dead as the need requires. Other chaplains are fiery zealots who can prepare faerie fire, burning hands, scorching ray, flaming sphere, fireball, and wall of fire.

Monster Tags: humanoid

Keovar

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