Medium Humanoid (Any Race), Any Non-Good Alignment
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
14 (+2)
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 fanatic has advantage on saving throws against being charmed or frightened.

Crimson Infusion. The fanatic is a low level member of the Crimson Church and can augment his power with blood magic. When their hit points are reduced below half of their maximum, they activate their infusion. This restores all their hit points and boost their speed by 10ft. They also gain alternative attacks.

 

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

Actions

Multiattack. The fanatic makes two melee attacks.

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.

Blood Infusion Attacks

Crimson Touch. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) necrotic damage

Crimson Touch 3 melee Attacks: +5 to hit, reach 10 ft. Hit:  (1d4 + 2) necrotic damage

Crimson Touch. Melee Spell Attacks: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning 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

HamMan

Comments

Posts Quoted:
Reply
Clear All Quotes