# Priest *Medium* *Humanoid* *any alignment* - **Armor Class:** 13 (chain shirt) - **Hit Points:** 27 (5d8+5) - **Speed:** walk 25 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** 5.1 SRD (2015 MM), page 401 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | - **Skills:** medicine +7, persuasion +3, religion +5 - **Senses:** passive Perception 13 - **Languages:** any 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.