Priest
Medium Humanoid
Armor Class 14
Hit Points 32 (5d8+10)
Speed walk +30
Challenge 2
Saving Throws cha +3, wis +5
Skills insight +5, medicine +5, religion +3, persuasion +3
Senses passive Perception 13
Languages any two
Special Abilities
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 priests 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 spells 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 (priests 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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open