Cult Fanatic
- Armor Class
- 13 (leather armor)
- Hit Points
- 33 (6d8 + 6)
- Speed
- 30 ft.
- STR 11 (+0)
- DEX 14 (+2)
- CON 12 (+1)
- INT 10 (+0)
- WIS 13 (+1)
- CHA 14 (+2)
- Skills
- Deception +4, Persuasion +4, Religion +2
- Senses
- passive Perception 11
- Languages
- any one language (usually Common)
- 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 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.