Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Proficiency +2
Speed 30 ft.
STR 9 (-1) or 10 (+0) DEX 10 (+0) CON 10 (+0) INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
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, detect magic, thaumaturgy
1st level (2 slots): bless, cure wounds (d8+2), sanctuary
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
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.
Priest hd 5
Medium humanoid (any race), any alignment
Armor Class 10 or 13 (chain shirt/light breastplate)
Hit Points 27 (5d8 + 5)
Proficiency +2
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Shortsword or Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing or bludgeoning damage.
Priests are the spiritual leaders of temples and shrines.
High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.
Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying
Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier
Actions
+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.
Treasure: 4605 gp in coin.
Temple Guard Veteran hd 3
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)
Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).
Actions:
• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
• Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage.