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Acolyte

Medium Humanoid (any race), any alignment

CR 1/4

50 XP

AC: 10
HP: 9 (2d8)
Speed: walk 30 ft.
Skills: Medicine +4, Religion +2
Senses: passive Perception 12
Languages: any one language (usually Common)
STR
10
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
14
+2
CHA
11
+0

Special Abilities

Spellcasting

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Quick Reference

Challenge: CR 1/4
Type: Humanoid
Size: Medium
Alignment: any alignment
Best for party of 4 at level 1-2

Running This Encounter

Acolytes are weak individually but effective in groups or supporting stronger allies. Use them as cultist minions, temple guardians, or village priests who turn hostile. They can cast spells like Cure Wounds or Inflict Wounds, making them slightly more dangerous than their low HP suggests. Position them behind cover or with allies who can protect them.

Combat Tactics

Acolytes prioritize casting Inflict Wounds or Cure Wounds on allies rather than engaging in melee combat. They will attempt to stay at range and use their spiritual weapon if available, retreating behind cover when threatened. If cornered, they fight defensively but are likely to flee or surrender when reduced to half health.

Environment & Setting

Ideal in temples, shrines, dungeons with religious themes, or settlements where they serve as corrupted clergy. They work well in enclosed spaces where they can use cover and have allies nearby to support.

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