Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 43 (10d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws CON +3, CHA +5
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist 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 11, +3 to hit with spell attacks). The fanatic has the following Warlock spells prepared:

Cantrips (at will): eldritch blast, minor illusion

1st level (2 slots): distort value, charm person, illusory script

Actions

Multiattack. The fanatic makes two melee attacks or two eldritch blasts.

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.

Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 5 (1d10+3) force damage. When a target is hit with the eldritch blast it is pushed back 10ft in a straight line.

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

GrantNova

Comments

Posts Quoted:
Reply
Clear All Quotes