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NPC, Cult Fanatic

Size
Medium
Type
Humanoid
Alignment
Neutral, Evil
Armor Class
13
Speeds
30
Strength Score
11
Dexterity Score
14
Constitution Score
12
Intelligence Score
10
Wisdom Score
13
Charisma Score
14
Skill Proficiencies
Deception, Persuasion, Religion
Vision
Normal
Languages Ref
Any
Hit Points
33
Languages Prep
Any
Languages
Any

Medium humanoid (any race), any non-good alignment


Armor Class 13 (leather armor)

Hit Points 22 (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 spell casting 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.

Description

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.