Jeremiah
After Ngoya alerted them to possible danger, Jeremiah scanned around the area to try and spot the threat and prepare for possible battle, but his short stature makes it tough to see very far around them.
[sblock=Rolls]Perception check=
1d20+2=4
Initiative=
1d20+0=16[/sblock]
[sblock=Mini Stat Block]Jeremiah
Init: +0
Senses: Darkvision 60'
Passive Perception: 12
Ability Scores: STR 12 (+1),
DEX 11 (+0),
CON 14 (+2),
INT 15 (+2),
WIS 14 (+2),
CHA 12 (+1)
DEFENSE
AC: 16 (14 from Scale Mail armor, +2 from Shield)
HP: 10 (1d8 +2 Con)
Hit Dice: 1d8 x
1
Saves: Str +1, Dex +0, Con +2, Int +2*,
Wis +4*,
Cha +3*
*Advantage on INT, WIS, or CHA saves versus magic.
OFFENSE
Speed: 25ft
Melee:
Mace +3 ATK, 1d6+1 Bludgeoning
Dagger +3 ATK, 1d4+1 Piercing (Finesse, Light, Thrown 20/60)
Ranged:
Dagger +2 ATK, 1d4+0 Piercing (Finesse, Light, Thrown 20/60)
Light Crossbow +2 ATK, Range 80/320 ft, 1d8 Piercing damage (Ammo x20, loading, 2 handed)
Sacred Flame +4 ATK, Range 60ft, visible target makes DC 12 DEX save or takes 1d8 Radiant damage (with no benefit from cover).
Spellcasting: (Primary Ability: WIS, Spell Save DC: 12, Spell Attack Bonus: +4)
Cantrips:
0-Light
0-Mending
0-Sacred Flame
Spells Prepared: (Cleric level 1 + INT mod +2 = 3 per day)
1-Cure Wounds
1-Create or Destroy Water
1-Purify Food & Drink
D1-Command
D1-Identify
Spell Slots:
Level 1= 2/2[/sblock]