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Medium humanoid · CR 2

Priest

Armor Class13
Hit Points27 (5d8+5)
Speed25 ft.
ChallengeCR 2 (450 XP)
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
13
(+1)
WIS
16
(+3)
CHA
13
(+1)
SkillsMedicine +7, Persuasion +3, Religion +4
Sensespassive Perception 13
Languagesany two languages
Special Abilities
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Running Priest in an encounter

As a CR 2 threat worth 450 XP, Priest is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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