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Church Militia Exorcist - AI-generated fantasy Monster

Church Militia Exorcist

The Praesular Watch's Exorcists are documented in city annals as first responders to the Black Procession raids a generation ago. Their training blends lay soldiering with clerical rites unique to their order.

Medium medium humanoid · CR 2 · Common (for clergy of a major city)

Church Militia Exorcist

A disciplined church militia member trained to identify and purge infernal and undead threats using ritual, weapons, and limited clerical magic.
AC16
HP45/45
CR2
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 16 · HP 45 · CR 2

Church Militia Exorcist

Medium medium humanoid (humanoid), lawful good
Armor Class16 (scale mail, shield)
Hit Points45 (6d8 + 18)
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisCha
SkillsInsightReligionPerception
Damage Resistances
Necrotic
Weaknesses
Silence and darkness that prevent the target from seeing or hearing the Exorcist negate Turn the Unholy.
Enemies that resist radiant damage blunt the Exorcist's specialty.
Senses
Passive Perception 14
Languages
Common,
Celestial
Challenge2
Divine Purge. When the Exorcist hits a fiend or undead with a weapon attack, the attack deals an extra 4 () radiant damage.
Turn the Unholy. As an action once per day, the Exorcist presents their holy sigil. Fiends and undead within 30 ft. that can see or hear the Exorcist must succeed on a Wisdom saving throw or be turned for 1 minute. A turned creature must spend its turns trying to move as far away from the Exorcist as it can and cannot willingly move to a space within 30 ft. of the Exorcist. It may use its action only to dash or disengage. A successful saving throw or if the creature is more than 30 ft. away or cannot see or hear the Exorcist ends the effect on that creature.
Blessed Fortitude. The Exorcist has advantage on saving throws against poison and disease.
Spellcasting. The Exorcist is a 3rd-level cleric with spellcasting derived from Wisdom. Spell save and spell attack bonus +4.

Spells

Bless (level 1, enchantment). Bless grants up to three creatures within range a d4 to add to attack rolls and saving throws for the duration.
Guiding Bolt (level 1, evocation). Guiding Bolt is a ranged spell attack that deals radiant damage and grants advantage to the next attacker against the target.
Protection from Evil and Good (level 1, abjuration). Protection from Evil and Good wards a willing creature against aberrations, celestials, elementals, fey, fiends, and undead.
Lesser Restoration (level 2, abjuration). Lesser Restoration ends either one condition afflicting a creature: blinded, deafened, paralyzed, or poisoned, or cures one disease or neutralizes a poison.
Spiritual Weapon (level 2, evocation). Spiritual Weapon creates a floating spectral weapon that makes a melee spell attack for force damage as a bonus action.
Cantrips (guidance, thaumaturgy, sacred flame) (cantrip, divination / transmutation / evocation). Guidance grants a d4 to one ability check; thaumaturgy and sacred flame are minor cantrips used for ritual flair and damage respectively.

Actions

Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage. If the target is a fiend or undead, it takes an extra 4 () radiant damage from Divine Purge.
Radiant Brand. Recharge 5-6. The Exorcist marks one creature it can see within 30 ft. The target must succeed on a Charisma saving throw or take 10 () radiant damage and shed dim light in a 10 ft. radius for 1 minute. While the mark lasts, attacks against the marked target are made with advantage if the target is undead or fiendish. The mark ends early if the target is more than 120 ft. from the Exorcist or if the Exorcist dismisses it.
Spellcasting. The Exorcist is a 3rd-level cleric. Spell attack bonus +4, spell save . The Exorcist has the following prepared spells. Cantrips (at will): guidance, thaumaturgy, sacred flame. 1st level (3 slots): bless, guiding bolt, protection from evil and good. 2nd level (2 slots): lesser restoration, spiritual weapon.
Role
Soldier
Built for
3

Gear

  • Censer (Relic, 25 gp)A brass censer holding consecrated incense; grants minor ritual backup and smoke for visibility tests.
  • Scale Mail and Shield (Armor, 50 gp)Scale mail worn under a surcoat of the church; paired with a heater shield bearing the holy sigil.
  • Holy Symbol and Ledger (Relic / Document, 10 gp)An iron-mounted holy symbol and a short ledger of names and addresses tied to suspected heretical activity.

Notes for the game master

Spell save DC 12, spell attack bonus +4.
Radiant Brand recharges on a 5-6.
Turn the Unholy uses the same mechanical concept as Turn Undead but functions against fiends and undead within 30 ft.

Tactics

  1. Opening

    Present the holy sigil to attempt Turn the Unholy, then buff allies with Bless or protection from evil and good. Move to cover chokepoints and disrupt enemy spellcasters with Radiant Brand.

  2. Mid-fight

    Maintain distance from hordes while using Bless and Spiritual Weapon. Mark priority threats with Radiant Brand and step forward to turn lesser undead if they cluster.

  3. End of the fight

    Focus down lingering undead and fiends using Radiant Brand and spiritual weapon; if the enemy is routed, pursue and finish with mace attacks while keeping allies healed.

  4. Retreat

    If forced to retreat the Exorcist will carry the censer and holy symbol first, reciting prayers to stabilize allies and using lesser restoration on afflicted comrades when possible. They will not abandon civilians or holy relics.

How it fights

Open with Turn the Unholy to scatter weaker undead and fiends.
Use Bless and Spiritual Weapon to support allies while staying near chokepoints.
Mark high-priority supernatural threats with Radiant Brand and press them with melee if safe.

Who it attacks first

Fiends and undead
Enemy spellcasters enabling summoning
Weak or cursed civilians to protect

Works well with

Pairs well with frontline fighters who can exploit Radiant Brand's advantage against undead and fiends.
Cleric or paladin allies amplify the turning and radiant damage effects.

How to beat it

Enemies that can block vision or hearing (fog, silence) can prevent Turn the Unholy.
High-AC foes resistant to radiant damage can shrug off Radiant Brand's bonus.
Enemies with lair or area-effect spells that separate the Exorcist from allies reduce its effectiveness.

Ways to avoid a fight

Use the holy ledger and church contacts to investigate cult networks.
Perform minor rites to pacify restless spirits, granting social leverage with clergy and the grateful.

Ecology

A compact, iron-faced warrior-priest in scale mail and a battered heater shield stamped with a radiating sigil. They wear a chain of prayer beads and carry a smoking brass censer, its smoke curling in practiced patterns. Their eyes are steady and lined from sleepless nights of vigil.

Behavior

Methodical and ritualistic. The Exorcist favors procedure over bravado and prioritizes neutralizing supernatural corruption. They are patient when interrogating suspected cultists and relentless against unholy creatures.

How it lives

Exorcists are raised and trained by urban churches and cathedral chapters to serve as both public order and supernatural response teams. They are most common where necromancy, cult activity, or demon-summoning has a foothold.

Lair

A modest chapel repurposed as a watch post. The chapel is often sanctified and warded; undead entering without a successful DC 12 Wisdom save may be slowed or weakened by lingering sanctity at the DM's discretion.

Habitat
Urban, small ruined chapels, graveyards adjacent to city limits.

Signs that it is near

Pungent trail of consecrated incense smoke
Prayers and low chanting at dusk
Scorched or radiantly stained prayer beads

Tags

religious,
undead-hunter,
soldier

Lore

The Praesular Watch's Exorcists are documented in city annals as first responders to the Black Procession raids a generation ago. Their training blends lay soldiering with clerical rites unique to their order.

What drives it

To protect the faithful and eradicate infernal and necromantic corruption wherever it appears.

After the fight

If the Exorcist falls, allies often recover its censer, holy symbol, and notes of ritual invocations. The Radiant Brand fades with the bearer's death, sometimes leaving faint scorch marks on stone and singed prayer beads. If victorious, the party may find the Exorcist's case of consecrated incense and a short ledger naming suspected heretics or haunted addresses.

Variants

Veteran Exorcist: Increase HP to 70 (10d8 + 30), gain Spiritual Weapon at-will and Turn the Unholy 2/day.
Novitiate Exorcist: Reduce HP to 27 (4d8 + 8), lose Radiant Brand, and have only 2 1st-level spell slots.

Hooks

Plot hooks

A contact in the Exorcists' ledger is missing and the party is asked to find them.
An Exorcist's censer is stolen by a cult; the church asks the party to recover it quietly.
Rumors that an Exorcist turned unexpectedly violent during a cleansing rite.

How to use it

Patrolling city streets after reports of undead activity.
Locked in a chapel besieged by a cult summoning ritual.
Found in ruins performing a cleansing rite when PCs arrive.

Treasure

Small amount of coin, censer, holy symbol, and a ledgers of suspected occult addresses

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