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.