Page 270 - Monster Manual Expanded III Dragonix
P. 270
Sacred Fist Bonus Actions
Medium humanoid (any race), any alignment Sacred Flames (3/Day). As a bonus action, the sacred fist causes
its hands and feet to be wreathed in divine energy, which each hit of
Armor Class 17 its unarmed strike dealing an extra 4 (1d8) radiant (good), fire (any),
Hit Points 117 (18d8 + 36) or necrotic (evil) damage. Once per turn while sacred flames is
Speed 55 ft. active, when the sacred fist hits a creature with an unarmed strike,
it can expend one spell slot to deal radiant, fire, or necrotic damage
STR DEX CON INT WIS CHA (whichever is active) to the target, in addition to the unarmed strike’s
12 (+1) 18 (+4) 14 (+2) 11 (+0) 17 (+3) 10 (+0) damage. The extra damage is 2d8 for a 1st-level spell slot, plus
1d8 for each spell level higher than 1st, to a maximum of 5d8. This
effect lasts for 1 minute.
Saving Throws Str +4, Dex +7, Wis +6
Skills Acrobatics +7, Insight +6, Perception +6, Religion +6 Inner Armor (1/Day). As a bonus action, the sacred fist invokes
Senses passive Perception 16 its inner tranquility, gaining advantage on all Saving Throws. The
Languages any one language (usually Common) effect lasts for 1 minute.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Reactions
Unarmored Defense. While the sacred fist is wearing no armor and Deflect Missile. In response to being hit by a ranged weapon attack,
wielding no shield, its AC includes its Wisdom modifier. the sacred fist deflects the missile. The damage it takes from the
Actions attack is reduced by 16 (1d10 + 11). If the damage is reduced to 0,
the sacred fist catches the missile if it’s small enough to hold in one
Multiattack. The sacred fist makes three Unarmed Strikes or three hand and the sacred fist has a hand free.
Dart attacks. Or it can make one Unarmed Strike and cast one spell
that takes 1 action to cast.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage + 4 (1d8) radiant, fire,
or necrotic damage (if Sacred Flames is active). If the target is a
creature, the sacred fist can choose one of the following additional
effects:
• The target must succeed on a DC 14 Strength saving throw or
drop one item it is holding (sacred fist’s choice).
• The target must succeed on a DC 14 Dexterity saving throw or be
knocked prone.
• The target must succeed on a DC 14 Constitution saving throw or
be stunned until the end of the sacred fist’s next turn.
Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target.
Hit: 5 (1d4 + 4) piercing damage.
Spellcasting. The sacred fist is a 7th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame (2d8), thaumaturgy
1st level (4 slots): bless, cure wounds, detect evil and good
2nd level (3 slots): aid, enhance ability, lesser restoration
3rd level (3 slots): dispel magic, mass healing word, remove curse
4th level (1 slot): banishment
Appendix A. NonPlayer Characters 269

