5e SRD >Creatures >

Cleric of the Sacred Flame

Medium humanoid (any), any alignment

Armor Class 17 (Scale Mail + Shield)
Hit Points 78 (14d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 18 (+4)

Saving Throws Con +4, Wis +6, Cha +7
Skills Insight +6, Intimidation +7, Religion +4
Senses passive Perception 16
Languages Common and one other language
Challenge 8 (3,900 XP)

Special Traits

Actions

  • Multiattack. The cleric makes two divine mace attacks.
  • Divine Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 4 (1d8) fire damage.
  • Cackle. The korred lets out a stream of cackles that threaten to disorient and confuse those nearby. Each creature within 60 feet that can hear the creature must make a DC 14 Wisdom saving throw or suffer the effects of the confusion spell and has disadvantage on any attack rolls it makes. The effects last for 1 minute or until the korred dies, with each creature being able to reattempt their saving throw at the end of each of their turns.
  • Summon Elemental (1/day). The cleric attempts to magically summon a fire elemental with a 50 percent chance of success. It has a 5% chance of summoning a greater fire elemental instead. If the attempt fails, the cleric takes 9 (2d8) psychic damage. Otherwise, the summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions

  • Channel Divinity (2/day). When the cleric casts a spell that requires a creature to make a Wisdom saving throw, it can use its reaction to use its Channel Divinity to impose disadvantage on their roll. This feature has no effect on constructs or undead. If the spell affects more than one creature, the cleric can cause this to target a number up to 3 creatures.
  • Focusing Flame. Whenever the cleric takes fire damage, it can use its reaction to end either a single charm effect or the frightened condition on itself or a creature it can see within 15 feet.
Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine