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
Club. Melee Weapon Attack: +2 to hit,reach 5 ft.,one target.
Hit: 2 (1d4) bludgeoning damage.
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Scimitar. Melee Weapon Attack:+3 to hit,reach 5 ft.,one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit,range 80 ft./320 ft.,one target.
Hit: 5 (1d8 + 1) piercing damage.
Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.,,
Scimitar. Melee Weapon Attack:+3 to hit,reach 5 ft.,one creature.
Hit:4 (1d6 + 1) slashing damage.
Rapier. Melee Weapon Attack: +3 to hit,reach 5 ft.,one target.
Hit:5 (1d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so,the noble must see the attacker and be wielding a melee weapon.
Damage Vulnerabilities: bludgeoning
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Shortsword. Melee Weapon Attack: +4 to hit,reach 5 ft.,one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit,range 80/320 ft .,one target. Hit: 5 (1d6 + 2) piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.,
Bite. Melee Weapon Attack: +4 to hit,reach 5 ft.,one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,it must succeed on a DC 11 Strength saving throw or be knocked prone.