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 |
| Modifier |
+0 |
+2 |
+1 |
+0 |
+1 |
+2 |
| Saving Throw |
+0 |
+2 |
+1 |
+0 |
+1 |
+2 |
- Skills Deception +4, Persuasion +4, Religion +2
- Senses passive Perception 11
- Languages any one language (usually Common)
- Challenge 2 (450 XP)
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:
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.