Medium Humanoid (Any Race), Lawful Evil
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 Common, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
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:

Cantrips (at will): light, sacred flame, thaumaturgy, fire bolt

1st level (4 slots): command, inflict wounds, burning hands

2nd level (3 slots): flaming sphere, spiritual weapon

Mephistopheles’s cultists can gain the Spell Shield trait. Cult leaders can also gain the Spell Leech trait.

Spell Shield. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.

Spell Leech. As a bonus action, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it.

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.

Monster Tags: NPCDevil

Habitat: Urban

Meefs

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