b'Acolyte, Dwarf \n'b'  Family:   NPC  \n'b'\n'b'  Medium   humanoid  (dwarf),  any alignment  \n'b'  Armor Class  10  Hit Points  13 (2d8+4)  Speed  25 ft.\n'b' STATS STR: 11 (+0) DEX:  10 (+0)  CON:  12 (+1)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Medicine  +4,  Religion  +2  Damage Resistances  poison  Senses   darkvision  60 ft., passive  Perception  12  Languages  Dwarvish and any one language  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Combat Training . The  dwarf  has proficiency with the light hammer, warhammer, war scepter, and spiked chain. \n'b'  Dwarven Armor Training . The  dwarf  is proficient with light and medium armor. \n'b'  Dwarven Resistance . The  dwarf  has advantage on saving throws against poison. \n'b'  Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following  cleric  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  light ,  sacred flame ,  thaumaturgy  \n'b'  1st level (3 slots) :  bless ,  cure wounds , animate undead minion\xe2\x80\xa0 \n'b'\n'b'  Stonecunning . The  dwarf  has advantage on  Intelligence  ( History ),  Intelligence  ( Investigation ), or  Wisdom  ( Perception ) check made when examining stonework or trying to determine the origin of such construction. \n'b'\n'b' Actions \n'b'\n'b'  Club .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 2 (1d4) bludgeoning damage. \n'b'  Warhammer .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 +2) bludgeoning damage if used two-handed.'