Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Ferocious Surge (1/long rest). When this creature hits with an attack that isn't a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn't incapacitated. It can swap the initiative results of the chosen creatures among them.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy, true strike
1st level (4 slots): command, shield of faith
2nd level (3 slots): spiritual weapon
3rd level (1 slot): crusader's mantle
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 5) piercing damage.
Description
Zariel's cult offers martial training and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters' guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests.
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