Zauberwirken
Spellcasting
The abbot is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The abbot has the following cleric spells prepared:
light, sacred flame, thaumaturgy
Spellcasting (6th Level)
The abbot's spellcasting improves. It is a 3rd-level spellcaster and has the following cleric spells prepared:
light, sacred flame, thaumaturgy
cure wounds, detect evil and good, guiding bolt, sanctuary
Spellcasting (10th Level)
The abbot's spellcasting improves. It is a 5th-level spellcaster and has the following cleric spells prepared:
light, mending, sacred flame, thaumaturgy
cure wounds, detect evil and good, guiding bolt, sanctuary
lesser restoration, spiritual weapon
Spellcasting (14th Level)
The abbot's spellcasting improves. It is a 7th-level spellcaster and has the following cleric spells prepared:
light, mending, sacred flame, thaumaturgy
cure wounds, detect evil and good, guiding bolt, sanctuary
lesser restoration, spiritual weapon
Spellcasting (18th Level)
The abbot's spellcasting improves. It is a 9th-level spellcaster and has the following cleric spells prepared:
light, mending, sacred flame, thaumaturgy
cure wounds, detect evil and good, guiding bolt, sanctuary
lesser restoration, spiritual weapon
Aktionen
Mace
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Light Crossbow
Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Turn Undead (1/Long) (2nd Level)
As an action, the abbot presents its holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the abbot within 30 feet of it must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from the abbot as it can, and it can't willingly move to a space within 30 feet of the abbot. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.