Medium or Small Humanoid (Cleric, Wizard), Typically Neutral Evil
AC 13    Initiative +0 (10)
HP 27 (5d8 + 5)
Speed 30 ft.
Mod Save
STR 9 −1 −1
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 13 +1 +1
WIS 12 +1 +1
CHA 10 +0 +0
Skills Medicine +4, Religion +2
Senses Passive Perception 12
Languages Common
CR 1 (XP 200; PB +2)
Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage..

Guiding Bolt. A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hold Person. 

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Inflict Wounds. dc 13 con save Take half damage of successful roll

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:

Habitat: Any

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