Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (scale mail)
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)
Saving Throws INT +2, WIS +3
Skills Arcana +6, Deception +4, Persuasion +4, Religion +2
Damage Vulnerabilities Radiant
Damage Resistances Poison, Psychic
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Passive Perception 11
Languages Infernal They are fluent in infernal, and do not need to roll a wisdom saving throw to determine their level of understanding. 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.

Spellcasting. The fanatic is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, spare the dying, sacred flame

1st level (5 slots): command, inflict wounds, shield of faith, guiding bolt

2nd level (4 slots): blindness/deafness, silence, spiritual weapon

3rd level (3 slots): animate dead, speak with dead

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.

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 6 ft., up to 2 targets. Hit: 2 (1d6) bludgeoning damage.

Poison:  Assasin's Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Can be transmitted through a wound, or placed on a dagger for combination 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. They are in charge of the Acolytes and are further along the necromantic path. 

Where Acolytes are sent throughout the world to further the Cult's cause (often in groups of 2 or 3), Fanatics are mostly found within the cult's home base where they comprise the majority of the residents. Three are assigned to every major city, where they test and train Acolytes. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2021 8:46:32 AM
1
0
1
Coming Soon

Monster Tags: NPC

Habitat: Urban

threefreefleas

Comments

Posts Quoted:
Reply
Clear All Quotes