Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with Mage Armor)
Hit Points 36 (8d8)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
17 (+3)
WIS
17 (+3)
CHA
10 (+0)
Skills Arcana +5, Religion +5
Senses Passive Perception 12
Languages any one language
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spell Breaker. When the cleric restores hit points to an ally with a spell of 1st level or higher, it can also end one spell affecting that creature. The level of the spell ended must be equal to or lower than the level of the spell slot expended to heal the ally.

Spellcasting. The cleric is a 6th-level spellcaster. It spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): prestidigitation, mending, chill touch, thaumaturgy 
1st Level (4 slots): cure wounds, detect magic, mage armor, magic missile
2nd Level (3 slots): lesser restoration, magic weapon, Nystul's magic aura
3rd Level (3 slots): mass healing word, dispel magic, magic circle

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Abjure the Supernatural (Recharges After a Short or Long Rest). One celestial, elemental, fey, or fiend the cleric can see within 30 feet of it that can see and hear the cleric must succeed on a DC 13 Wisdom saving throw or become frightened by the cleric. While it is frightened, it cannot take actions or reactions and must use its movement to move as far away from the cleric as it can. The target can repeat the save at the end of its turn if the cleric isn't in line of sight, ending the effect on a success.

Description

Arcana priests reject the notion that divine and arcane magic are fundamentally different. They believe that magic, just as all things, come from the will of the gods and should be worshiped as such.Enter a general description for your monster here.

Monster Tags: NPC

Alastir

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