Medium Humanoid (Any Race), Chaotic 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
18 (+4)
Saving Throws INT +2, WIS +3, CHA +6
Skills Deception +4, Persuasion +4, Religion +2
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Darkvision 60 ft. (including magical darkness), Passive Perception 11
Languages Any one language (usually Common)
Challenge 2 (450 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 Charisma (spell save DC 15, +7 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, eldritch blast, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon, darkness

Dark One’s Blessing. As a bonus action the Black Hand can deal one psychic damage to a creature within 10 ft. of it and gain one hit point

Actions

Multiattack. The fanatic makes two melee attacks.

Touch of the Black Hand. Melee Spell Attack: +7 to hit, reach 5 ft. one creature. Hit: 5 (1d6 + 3) necrotic damage and if the target is a creature they must make a Constitution Saving throw (DC 15) or have the next attack roll against them have advantage. 

Sacrificial Blade. Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d6) necrotic 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: NPC

Habitat: Urban

EnnaL

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