Medium Humanoid (Cleric), Any Alignment
Armor Class 18 (Scale Mail, Shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws WIS +7, CHA +4
Skills Medicine +7, Perception +7, Persuasion +4, Religion +3
Senses Passive Perception 17
Languages Common and 1 other language
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The war cleric's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The war cleric can cast the following cleric spells:

At will: light, guidance, thaumaturgysacred flame

1/day each: bless, divination, detect evil and good, hold person, dispel magic, spiritual weapon (4th Level)

3/day each: cure wounds (2nd Level), inflict wounds (2nd Level)

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Turn Undead (2/rest). Each undead that can see or hear the cleric and is within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If it is a CR 1 or below, it is destroyed instead. A turned creature must spend its turns trying to move as far away from the cleric as it can, and it can't willingly move to a space within 30 feet of them. It can't take reactions and for its action, it can use only 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.

Habitat: Urban

Straw_Dog

Comments

Posts Quoted:
Reply
Clear All Quotes