Icy Aura: When a creature hits the sentinel with a melee attack while within 5 ft. of it, that creature must succeed on a DC 11 Constitution saving throw or take 2 (1d4) cold damage.
Slow and Steady: The sentinel has disadvantage on DEX saving throws but advantage against being knocked prone.,
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) cold damage.
Frost Spray (Recharge 6): The sentinel sprays freezing mist in a 10-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 5 (2d4) cold damage on a failed save, or half as much on a successful one. Creatures that fail are also slowed (speed reduced by 10 feet) until the end of their next turn.
Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.