Medium Humanoid (Any Race), Any Alignment
Armor Class 10
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 Arcana +4, Medicine +4, Religion +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/4 (50 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 following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): detect magic, magic missile, cure wounds

Actions

Light Hammer. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60, one target. Hit: 2 (1d4) bludgeoning damage.

Arcane Abjuration. The acolyte presents a holy symbol, and one celestial, elemental, fey, or fiend within 30 feet must make a Wisdom saving throw, provided that the creature can see or hear them. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the acolyte as it can, and it can't willingly end its move in a space within 30 feet of them. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Description

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

Monster Tags: NPC

Habitat: Urban

Goblin_Forge

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