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Chosen of the Harvest Goddess

Medium Humanoid, any alignment


AC: 22 (Mithral Plate, +1 Shield, Cloak of Protection)

HP: 127 (12d8+73) (Dwarf: 139)

Speed: 30 (Wood Elf: 35, Dwarf/Halfling/Gnome: 25)


Str: 12(+1)
Dex: 8(-1)
Con: 19(+4) [12 before the amulet of health]
Int: 9(-1)
Wis: 20(+5)
Cha: 10(+0)


Saves: Str +2, Dex +0, Con +5, Int +0, Wis +10, Cha +5

Skills: Religion +3, Medicine +9 (Human/Elf/Half Elf: Perception +9, Half Elf: Insight +9, Half Orcs: Intimidate +4)

Senses: passive Perception: 15 (Human/Elf/Half Elf: 19) (Dwarf/Elf/Gnome/Half Orc/Tiefling: Darkvision 60')

Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)

Immunities: (Elf: Sleep)

Languages: Common, one other (Gnome: Small Beasts)

CR: 11 Proficiency: +4

FEATURES


DISCIPLE OF LIFE: Healing spells heal for an additional 2 + the spell's level.
BLESSED HEALER: Healing spells cast on others heal you for 2 + the spell's level.
CHANNEL DIVINITY: You can use two Channel Divinity abilities per hour.
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.
(Human) HEALER'S REVIVIAL: Using a Healer's kit to stabilize someone also gives them 1 hit point.


ACTIONS


CHANNEL DIVINITY - PRESERVE LIFE: Heal up to 60 points to creatures within 30', bringing them up to no more than half their max hit points. This consumes one of your Channel Divinity uses, which you get back after an hour.
CHANNEL DIVINITY - TURN UNDEAD: Undead in 30' and sight or hearing range are turned (must move dash away or escape from mobility debuff, or dodge if this is not possible), Wis DC 17 to ignore. CR 2 undead that are turned are instead destroyed. This consumes one of your Channel Divinity uses, which you get back after an hour.
DIVINE INTERVENTION: 12% to replicate a Cleric spell or ability, once per day (wait 7 days after a success)
SPEAR: +5 to hit, reach 5' or range 30'/120', one target. Hit: 1d6+1d8+1 piercing.
SLING: +3 to hit, range 30'/120', one target. Hit: 1d4+1d8-1 bludgeoning.
SACRED FLAME: 60' range, 3d8 radiant, Dex DC 16 to ignore
GUIDANCE: Touch, 1 min conc, +1d4 to ability check
RESISTANCE: Touch, 1 min conc, +1d4 to save
MENDING: Fix a break in an object no more than 12" long.
SPELLCASTING: +9 to hit, DC 17
4x 1st level spells: Bless, Cure Wounds, Healing Word, Detect Poison and Disease, Protection from Evil and Good, Sanctuary, Shield of Faith
3x 2nd level spells: Lesser Restoration, Spiritual Weapon, Prayer of Healing, Aid (already cast at 5th level on self and two others
3x 3rd level spells: Beacon of Hope, Revivify, Remove Curse, Spirit Guardians, Mass Healing Word
3x 4th level spells: Death Ward, Guardian of Faith, Banishment, Freedom of Movement
1x 5th level spells: Mass Cure Wounds, Raise Dead, Greater Restoration, Legend Lore
1x 6th level spells: Heal, Planar Ally, Word of Recall
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 16 Dex vs 4d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +3 to hit, range 120', one target. Hit: 3d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 11 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.
(Human) HEALER'S BOON: Touch, Spend on use of a healer's kit to restore 1d6 + 4 + target's hit dice number of hit points to the target. The target cannot receive this again until after an hour.

REACTIONS


(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 12 vs 3d10 fire, save for half.


ITEMS


Mithral Plate, +1 Shield with holy symbol, Amulet of Health, Cloak of Protection, Spear, Sling, 20 bullets, 500gp of diamonds, Healer's Kit with 10 charges, 3x Potion of Healing, Spell Scrolls of Purify Food and Drink, Guiding Bolt, Inflict Wounds


TACTICS


Start with 5rd level Aid cast on self and 2 other allies (+25 Max and current HP), 5th level Spiritual Weapon as bonus action, heal allies who are injured. 6th level Spirit Guardians when people get close. Surrender and offer support if things look bad. Stab with spear if that's not an option.