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Cult Fanatic

Size
Medium
Type
Humanoid
Challenge Rating
2
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
12
Speeds
30
Walking Speed
30
Strength Score
10
Dexterity Score
14
Constitution Score
14
Intelligence Score
10
Wisdom Score
14
Charisma Score
14
Saving Throws
Wisdom
Skill Proficiencies
Deception, Persuasion, Religion
Languages Ref
any one
Hit Points
39

Medium humanoid


Armor Class 12

Hit Points 39 (6d8+12)

Speed 30 ft.


STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)

Saving Throws Wis +4

Skills Deception +4, Persuasion +4, Religion +2

Senses passive Perception 12

Languages any one

Challenge 2 (450 XP)

Fanatic. The cult fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
command
detect evil and good
inflict wounds
2nd-level (3 slots): blindness/deafness
hold person

Actions

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

Sacred Flame (Cantrip; V, S). One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.

Command (1st-Level; V). One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).

Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.

Blindness/Deafness (2nd-Level; V). One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.

Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.