Medium Humanoid (Human), Neutral Good
Armor Class 10
Hit Points 19 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws WIS +4
Skills Medicine +4, Religion +2
Senses Passive Perception 12
Languages Common, Celestial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcaster. The acolyte is a 3rd-level spellcaster. Its spellcasting ability is Wisdom. It can use the [Tooltip Not Found] action using following spells: (DC 12, +4 to hit with spell attacks):

At will: sacred flame, light, spare the dying

2/day each: cure wounds

1/day each: bless, guiding bolt, hold person, prayer of healing 

For your convenience, the spells the NPC prioritizes in combat is described in the action section below.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage.

Sacred Flame. The acolyte targets a creature within 60 feet that it can see. The target must succeed on a DC 12 Dexterity saving throw or take 1d8 radiant damage. The target does not benefit from cover in making this saving throw.

Cure Wounds (2/day). A creature the acolyte touches regain 1d8+2 hit points. This spell has no effect on undead or constructs.

Bless (1/day). The acolyte blesses up to three creatures within 30 feet. Whenever the blessed creature makes an attack or saving throw for the next 1 minute, it may add 1d4 to its roll. This effect lasts for 1 minute or until you lose concentration.

Guiding Bolt (1/day). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 4d6 radiant damage and the next attack made against the target before the end of acolyte's next turn has advantage.

Hold Person (1/day). The acolyte targets one humanoid creature within 60 feet that it can see. The target must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute or until you lose concentration. The target can also repeat the saving throw at the end of its turn, ending the effect on success.

Description

This acolyte functions as NPC sidekick. I attempt to use the new spellcasting formatting into the stat block, assuming remembering what spell the NPC used is easier rather than tracking how many spell slots it has.

While the sidekick rule treats spellcasting NPCs as half-progression casters (like Paladin and Rangers), I try to emulate player character version of the cleric more, as such, this sidekick can cast a total of 6 spells per day instead of the recommended 3. Although the armor class represents priest-like character instead of the usual battle priest archetype of the player character cleric.

My Take on The NPC Spellcasting Rule

An NPC always casts a spell at the lowest possible level, and it is considered to be following regular spellcasting rules (so you can, for example, thwart their spellcasting with Zone of Silence). 

The description of the spell in the stat block is paraphrased or shortened for ease of use, if you are looking for specific ruling of a spell, consult the spell's actual description

Revisions

13/1/22 - adjusted the description regarding its AC. Adjusted the spellcasting description. While the current version (the one similar to the new monster stat block) is very clean and neat, it does not fulfill the purpose of having a ready-to-play spellcaster stat block.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2022 2:59:19 PM
6
0
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Coming Soon
1/13/2022 3:31:53 AM
10
1
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Coming Soon

Monster Tags: NPC

Habitat: Urban

Indrafatmoko

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