Acolyte

Medium Humanoid. CR 1/4, AC 10, 11 HP. Traits: Spellcasting.

Armor class
10
Hit points
11
Challenge
0.25
Creature type
Humanoid
Size
Medium

Stat block

Cha
10
Con
12
Dex
10
Int
10
Str
10
Wis
14
Speed
Walk: 30
Senses
passive Perception 12
Skills
Medicine: 4; Religion: 2
Actions
  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  • Sacred Flame (Cantrip; V, S). One creature the acolyte can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
  • Bless (1st-Level; V, S, M, Concentration). Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute.
  • Cure Wounds (1st-Level; V, S). The acolyte touches a willing living creature restoring 6 (1d8 + 2) hit points to it.
  • An acolyte is a priest in training or an assistant to a more senior member of the clergy. While acolytes may be found acting as servants or messengers in major temples an acolyte may also be the only representative of their faith serving a village or roadside shrine.
Languages
any one
Special abilities
  • Spellcasting. The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12 +4 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): light sacred flame thaumaturgy 1st-level (3 slots): bless cure wounds sanctuary

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.