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Human Cleric 4

Human Cleric 4 CR 3

XP 800
Female old human cleric 4
CG Medium humanoid (human)
Init +0; Senses Perception +4


AC 14, touch 11, flat-footed 14 (+3 armor, +1 deflection)
hp 25 (4d8+4)
Fort +5, Ref +1, Will +8


Speed 40 ft.
Melee mwk starknife +1 (1d4–3/×3)
Ranged mwk starknife +4 (1d4–3/×3)
Special Attacks channel positive energy 7/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)

7/day—bit of luck

Cleric Spells Prepared (CL 4th; concentration +8)

2ndaidD, augury, lesser restoration, make whole
1stbless, comprehend languages, longstriderD, obscuring mist, sanctuary (DC 15)
0 (at will)create water, detect magic, light, mending

D Domain spell; Domains Luck, Travel


During Combat The cleric avoids combat if possible, preferring instead to cast sanctuary and then move among the battlefield casting healing magic on her allies. If faced with a situation where she can’t avoid healing enemies with her channel energy ability, she always chooses to use the ability anyway if an ally is wounded and she has no other options. If confronted on her own, she uses sanctuary to aid in her escape after casting longstrider to increase her speed.

Morale She flees from any combat where she has no allies, but if even one ally remains alive, she remains to try to keep him alive as long as she can.


Str 5, Dex 10, Con 12, Int 12, Wis 19, Cha 14
Base Atk +3; CMB +0; CMD 11
Feats Brew Potion, Extra Channel, Fortune Teller
Skills Heal +11, Knowledge (religion) +8, Profession (fortuneteller) +11, Sense Motive +11, Spellcraft +8
Languages Common, +1 additional
SQ agile feet (7/day), PC gear
Combat Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges); Other Gear +1 leather armor, masterwork starknives (2), ring of protection +1, amethyst ring worth 100 gp, harrow deck, silver holy symbol, silver necklace worth 30 gp, 17 gp