Medium Humanoid, Lawful Good
Armor Class 14 chain shirt
Hit Points 27 (1d20)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +3, INT +4, WIS +5
Gear Wooden Quarterstaff, (x2)Potion of Healing: Heals 2d4+2 HP, Silver Cross Necklace, Traveler’s Pouch, simple brown and white robes and sandals
Senses Passive Perception 13
Languages Celestial, Common common, celestial
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting: Brother Corvin is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: • Cantrips (at will): Guidance, Light, Spare the Dying • 1st level (4 slots): Cure Wounds, Bless, Shield of Faith • 2nd level (3 slots): Lesser Restoration, Aid • 3rd level (2 slots): Beacon of Hope, Revivify

Divine Domain: Life: Brother Corvin’s healing spells restore additional hit points equal to 2 + the spell’s level.

Channel Divinity (1/rest): Preserve Life: As an action, distribute a pool of healing equal to five times his cleric level (25 HP) among creatures within 30 feet, up to half their hit point maximum.

Actions

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. Versatile (1d8+1).

Cure Wounds (1st-level): Casting Time: 1 action. Ranged Touch. A creature you touch regains 1d8 + 3 hit points.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A tall, lean man in simple brown and white robes, Corvin moves with quiet confidence. His brownish hair is kept short, and his kind brown eyes are framed by faint lines of worry. A silver cross necklace hangs over his robes, and a carved wooden staff topped with a sunburst symbol serves as both walking aid and weapon.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

johng575

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