Converted Acolyte as well as a fanatic just in case I felt I needed to up the power of any of the Acolyte encounters in Scrapwall.
ACOLYTE OF HELLION
Medium humanoid (any race), any non-good alignment
Armour Class 16 (chain shirt and steel shield)
Hit Points 13 (3d8)
Speed 30ft.
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages Common, Hallit
Challenge 1/2 (100 XP)
Dark Devotion. The acolyte of Hellion has advantage on saving throws against being charmed or frightened.
Hellions Blessing (recharges after a long rest). Hellion has granted his devotees’ spell-like abilities to wreck havoc on his foes. The acolytes’ spellcasting ability is Wisdom (spell save DC 11). The acolyte may cast the following spells:
1/day each: cure wounds (1d8), shield of faith (concentration, +2 to AC), confusion (Wisdom save or be confused).
ACTIONS
Spiked Gauntlet. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Gear chain shirt, light steel shield, spiked gauntlet, 1d20 silverdisks
HELLION FANATIC
Groups of Acolytes are sometimes lead by a fanatic.
Armor Class 14 (chain shirt)
Hit Points 33 (6d8 + 6)
Speed 30ft.
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 10
Languages Common, Hallit
Challenge 2 (450 XP)
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame (DEX, 1d8), thaumaturgy
1st level (4 slots): command, inflict wounds (15, 3d10), shield of faith (C, +2 AC)
2nd level (3 slots): hold person, spiritual weapon (1d8+1)
ACTIONS
Multiattack. The fanatic makes two melee attacks.
Spiked Gauntlet. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
Gear chain shirt, spiked gauntlet x2, 1d20 silverdisks