Medium Humanoid (Any Race), Chaotic Evil
Armor Class 17 (+3 studded leather armor)
Hit Points 60 (8d10 + 12)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +4, WIS +6, CHA +7
Skills Deception +4, Persuasion +4, Religion +2
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Darkvision 60ft. (including magical darkness), Passive Perception 14
Languages common, abyssal, plus two other languages
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 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): fire bolt, eldritch blast, thaumaturgy

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

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

3rd level (2 slots): lightning bolt, revivify, slow

Actions

Multiattack. The fanatic makes two melee attacks.

Abyss Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage

Grasp of the Black Hand. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 5) necrotic damage, and the target must make Constitution Saving throw (DC 17) or be unable to regain hit points until the start of the Master's next turn

Description

Masters of the Black Hands lead the cult in its dark rituals to awaken the deep horrors in the Abyss. Using their tongues and dark powers, Masters can easily manipulate almost anyone 

Monster Tags: NPC

Habitat: Urban

EnnaL

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