Cult Fanatic

Medium humanoid (any race), any non-good alignment
Armor Class
13 (leather armor)
Hit Points
33 (6d8 + 6)
30 ft.
  • STR 11 (+0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (+0)
  • WIS 13 (+1)
  • CHA 14 (+2)
Deception +4, Persuasion +4, Religion +2
passive Perception 11
any one language (usually Common)
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 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


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.