AC 14 (scale)
HP 32 (5d8 + 10; bloodied 16)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Saving Throws Wis +5, Cha +3
Skills Medicine +5, Insight +5, Persuasion +3, Religion +3 (+1d4)
Senses passive Perception 13
Languages any two
Spellcasting. The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light , sacred flame , thaumaturgy
1st-level (4 slots): ceremony , detect evil and good , guiding bolt , healing word
2nd-level (3 slots): lesser restoration , zone of truth
3rd-level (2 slots): dispel magic , spirit guardians
ACTIONS
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit, the priest can expend a spell slot to deal 7 (2d6) radiant damage, plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
Sacred Flame (Cantrip; V, S). One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw , taking 9 (2d8) radiant damage on a failure. This spell ignores cover .
Guiding Bolt (1st-Level; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the priest’s next turn has advantage .
Dispel Magic (3rd-Level; V, S). The priest scours the magic from one creature, object, or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot, the priest makes a Wisdom ability check (DC 10 + the spell’s level) for each one, ending the effect on a success.
Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain , and when a creature enters the area for the first time on a turn or starts its turn there, it makes a DC 13 Wisdom saving throw , taking 10 (3d6) radiant or necrotic damage (priest’s choice) on a failure or half damage on a success.
BONUS ACTIONS
Healing Word (1st-Level; V). The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can’t cast this spell and a 1st-level or higher spell on the same turn.
Tamas Agrens (priest) is the area’s local sage. He’s fairly aloof and unfriendly, and clearly considers himself cleverer than most of the locals. For this reason the Mortimer Brothers enjoy taunting him with stupid questions and pranks—until trouble ensues after they steal a certain box from him. Maybe he does know something the rest of them don’t, but it’s unlikely whatever it is will be good for anyone.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.