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Cleric of the War God

Medium Humanoid, any alignment


AC: 16 (Chainmail)

HP: 27 (4d8+9) (Dwarf: 31)

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


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


Saves: Wis +4, Cha +2

Skills: Religion +1, History +1 (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: 2 Proficiency: +2

FEATURES


CHANNEL DIVINITY: You can use one Channel Divinity ability per hour.
CHANNEL DIVINITY - GUIDED STRIKE: +10 to hit, after the roll, before the result. This consumes your Channel Divinity, which you get back after an hour.
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.
(Human) HEAVY ARMOR MASTER: Reduce damage from mundane weapons by 3.


ACTIONS


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.
HANDAXE: +4 to hit, reach 5' or range 20'/60', one target. Hit: 1d6+2 slashing.
OFF-HAND HANDAXE: BXN, +4 to hit, reach 5' or range 20'/60', one target. Hit: 1d6 slashing.
HEAVY CROSSBOW: +1 to hit, range 100'/400', one target. Hit: 1d10-1 piercing. Max one shot per turn.
WAR PRIEST: Twice per day, BXN, after Attack XN, make attack.
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
MENDING: Fix a break in an object no more than 12" long.
SPELLCASTING: +4 to hit, DC 12
4x 1st level spells: Divine Favor, Shield of Faith, Bless, Inflict Wounds, Guiding Bolt, Command
3x 2nd level spells: Magic Weapon, Spiritual Weapon, Hold Person, Aid (already cast)
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.


REACTIONS


(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 10 vs 3d10 fire, save for half.


ITEMS


Chainmail, 10x Hand axes, Holy symbol, Heavy Crossbow, 20 bolts, Shield (unused), Potion of Healing, Spell Scrolls of Inflict Wounds, Guiding Bolt, Sanctuary


TACTICS


Start with Aid cast on self and 2 other allies (+5 Max and current HP). Divine Favor and Spiritual Weapon to start, throw Guiding Bolt and axes while you close range, never throw the last two axes, Inflict Wounds and then switch to axes if you run out of spells.