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D&D · SRD 5.1 (5e, 2014)

Cult Fanatic Medium Humanoid (Any Race), Any Non-good Alignment

Armor Class
13 (leather armor)
Hit Points
33 (6d8 + 6)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE111412101314
MOD+0+2+1+0+1+2
SAVE+0+2+1+0+1+2
Skills
Deception +4, Persuasion +4, Religion +2
Senses
Passive Perception 11
Languages
any one language (usually Common)
CR
2 (XP 450)

Traits

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 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, Thaumaturgy 1st level (4 slots): Command, Inflict Wounds, Shield of Faith 2nd level (3 slots): Hold Person, Spiritual Weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) Piercing damage.

Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal