Cult Fanatic Medium Humanoid (Any Race), Any Non-good Alignment
- Armor Class
- 13 (leather armor)
- Hit Points
- 33 (6d8 + 6)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| SCORE | 11 | 14 | 12 | 10 | 13 | 14 |
| 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.