Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 Leather Armour
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 13
Languages Common, Slaad
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The fanatic is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): Toll the Dead, Sacred Flame, Word of Radiance (psychic), Thaumaturgy

1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Guiding Bolt, Bane

2nd level (3 slots): Hold Person, Spiritual Weapon, Blindness/Deafness

3rd level (3 slots): Animate Dead, Spirit Guardians, Tongues

Actions

Multiattack. The fanatic makes two melee attacks.

Longsword. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d8 + 2) piercing damage.

Reactions

Absorb Magic (Recharge 5-6). Using powers unknown to most, the cult leader can use it's reaction to absorb a spell attack against it. When it does this, it regains (1d8) hit points and, a spell slot of the attacking spell's value or lower.

Monster Tags: NPC

Habitat: Urban

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