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Acolyte of the Harvest Goddess

Medium Humanoid, any alignment


AC: 16 (Ring mail, Shield)

HP: 11 (2d8+2) (Dwarf: 13)

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


Str: 12(+1)
Dex: 8(-1)
Con: 12(+1)
Int: 9(-1)
Wis: 14(+2)
Cha: 10(+0)


Saves: Wis +4, Cha +2

Skills: Religion +1, Medicine +4 (Human/Elf/Half Elf: Perception +4, Half Elf: Insight +4, Half Orcs: Intimidate +2)

Senses: passive Perception: 12 (Human/Elf/Half Elf: 14) (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: 1/4 Proficiency: +2

FEATURES


DISCIPLE OF LIFE: Healing spells heal for an additional 2 + the spell's level.
CHANNEL DIVINITY: You can use one Channel Divinity ability 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 10 points to creatures within 30', bringing them up to no more than half their max hit points. This consumes your Channel Divinity, 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 12 to ignore. This consumes your Channel Divinity, which you get back after an hour.
SPEAR: +3 to hit, reach 5' or range 30'/120', one target. Hit: 1d6+1 piercing.
SLING: +1 to hit, range 30'/120', one target. Hit: 1d4-1 bludgeoning.
SACRED FLAME: 60' range, 1d8 radiant, Dex DC 12 to ignore
GUIDANCE: Touch, 1 min conc, +1d4 to ability check
RESISTANCE: Touch, 1 min conc, +1d4 to save
SPELLCASTING: +4 to hit, DC 12
3x 1st level spells: Bless, Cure Wounds, Healing Word, Detect Poison and Disease, Protection from Evil and Good, Sanctuary
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 11 Dex vs 2d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +1 to hit, range 120', one target. Hit: 1d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 9 action to examine.
(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.


ITEMS


Ring Mail, Shield with holy symbol, Spear, Potion of Healing, Sling, 20 bullets, Healer's Kit with 10 charges


TACTICS


Heal allies who are injured. Surrender and offer support if things look bad. Stab with spear if that's not an option.