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.

MediumMedium Humanoid(Humanoid)CR 2Lawful Good

Church Militia Exorcist

religiousundead-huntersoldier
HP45AC16SPD30 ft.CR2 (450 XP)InsightReligionPerception
STR
12
DEX
10
CON
16
INT
11
WIS
14
save
CHA
13
save
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.
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.
Cantrips
Cantrips (guidance, thaumaturgy, sacred flame)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.
1st level
BlessEnchantment Bless grants up to three creatures within range a d4 to add to attack rolls and saving throws for the duration.
Guiding BoltEvocation 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 GoodAbjuration Protection from Evil and Good wards a willing creature against aberrations, celestials, elementals, fey, fiends, and undead.
2nd level
Lesser RestorationAbjuration Lesser Restoration ends either one condition afflicting a creature: blinded, deafened, paralyzed, or poisoned, or cures one disease or neutralizes a poison.
Spiritual WeaponEvocation Spiritual Weapon creates a floating spectral weapon that makes a melee spell attack for force damage as a bonus action.
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