Medium Humanoid (Any Race), Chaotic Evil
Armor Class 14 (Studded leather armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +5, CON +6, CHA +5
Skills Deception +7, Persuasion +7, Religion +2
Damage Vulnerabilities Radiant
Senses Passive Perception 12
Languages Giant Any one other language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Innate spellcasting. The cultist can cast Enlarge/Reduce (2/long rest), with a spell save DC of 14

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +4 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.

Spear. Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 2) piercing damage.

Description

 These Cultists swear an allegiance to the dark power of Cronus, their intent is to raise him out of this prison that the gods have put him in and let him go back to slaughter the gods. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

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: NPC

Habitat: Urban

zmegaman21

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