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Acolyte of the War Temple

Medium Humanoid, any alignment


AC: 18 (Plate)

HP: 43 (6d8+16) (Dwarf: 49)

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


Str: 19(+4) [14 without the Gauntlets of Ogre Power]
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: 3 Proficiency: +2

FEATURES


CHANNEL DIVINITY: You can use two Channel Divinity abilities per hour.
CHANNEL DIVINITY - GUIDED STRIKE: +10 to hit, after the roll, before the result. This consumes one of your Channel Divinity uses, 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. CR 1/2 undead that are turned are instead destroyed. This consumes one of your Channel Divinity uses, which you get back after an hour.
HANDAXE: +6 to hit, reach 5' or range 20'/60', one target. Hit: 1d6+4 slashing.
OFF-HAND HANDAXE: BXN, +6 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, 2d8 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 at 3rd level)
2x 3rd level spells: Crusader's Mantle, Spirit Guardians, Dispel Magic, Bestow Curse
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 11 Dex vs 3d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +1 to hit, range 120', one target. Hit: 2d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 9 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.


REACTIONS


CHANNEL DIVINITY - WAR GOD'S BLESSING: RXN, +10 to hit for a creature within 30' and visual range, after the roll, before the result. This consumes one of your Channel Divinity uses, which you get back after an hour.
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 10 vs 3d10 fire, save for half.


ITEMS


Plate, 10x Hand axes, Guantlets of Ogre Power, Holy symbol, Heavy Crossbow, 20 bolts, Shield (unused), 2x Potion of Healing, Spell Scrolls of Inflict Wounds, Guiding Bolt, Sanctuary


TACTICS


Start with 3rd level Aid cast on self and 2 other allies (+10 Max and current HP). 3rd level Spiritual Weapon to start, throw Guiding Bolt and axes while you close range, never throw the last two axes. Spirit Guardians when you get close, Inflict Wounds and then switch to axes if you run out of spells.