b'Cleric of the Sacred Flame \n'b'  Medium   humanoid  (any),  any alignment  \n'b'  Armor Class  17 (Scale Mail + Shield)  Hit Points  78 (14d8 + 16)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  13 (+1)  CON:  16 (+3)  INT:  12 (+1)  WIS:  17 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +4,  Wis  +6,  Cha  +7  Skills   Insight  +6,  Intimidation  +7,  Religion  +4  Senses  passive  Perception  16  Languages  Common and one other language  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Spellcasting . The  cleric  is a 10th-level spellcaster. Its spellcasting ability is  Wisdom  (save DC 14, +6 to hit with spell attacks). The cleric has the following  cleric  spells prepared:\n'b'\n'b'   Cantrips (at will) :  light ,  resistance ,  sacred flame ,  thaumaturgy  \n'b'  1st level (4 slots) :  bane ,  command , hellish rebuke,  protection from evil and good  \n'b'  2nd level (3 slots) :  enthrall ,  flame blade ,  silence  \n'b'  3rd level (3 slots) :  fireball ,  bestow curse ,  dispel magic  \n'b'  4th level (3 slots) : compulsion,  wall of fire  \n'b'  5th level (2 slots) :  contact other plane ,  flame strike  \n'b'\n'b'  Actions \n'b'   Multiattack . The  cleric  makes two divine mace attacks. \n'b'  Divine Mace .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) piercing damage plus 4 (1d8) fire damage. \n'b'  Cackle . The korred lets out a stream of cackles that threaten to disorient and confuse those nearby. Each creature within 60 feet that can hear the creature must make a DC 14  Wisdom  saving throw or suffer the effects of the  confusion  spell and has disadvantage on any  attack  rolls it makes. The effects last for 1 minute or until the korred dies, with each creature being able to reattempt their saving throw at the end of each of their turns. \n'b'  Summon Elemental (1/day) . The cleric attempts to magically summon a fire  elemental  with a 50 percent chance of success. It has a 5% chance of summoning a greater fire  elemental  instead. If the attempt fails, the cleric takes 9 (2d8) psychic damage. Otherwise, the summoned  elemental  appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'  Reactions \n'b'   Channel Divinity (2/day) . When the  cleric  casts a spell that requires a creature to make a  Wisdom  saving throw, it can use its  reaction  to use its Channel Divinity to impose disadvantage on their roll. This feature has no effect on constructs or undead. If the spell affects more than one creature, the cleric can cause this to target a number up to 3 creatures. \n'b'  Focusing Flame . Whenever the cleric takes fire damage, it can use its  reaction  to end either a single charm effect or the  frightened  condition on itself or a creature it can see within 15 feet.'