Medium Humanoid (Human), Any Non-Good Alignment
Armor Class 15 (leather armor)
Hit Points 60 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +4, WIS +4
Skills Deception +4, Persuasion +4, Religion +2
Condition Immunities Charmed
Senses Passive Perception 11
Languages Common, Zemnian (Aquilonian) Common, Aquilonian
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. Adran is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Adran has the following cleric spells prepared:

Cantrips (at will): dancing lights, sacred flame, thaumaturgy, toll the dead

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

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

3rd level (2 slots): bestow curse, create food and water

Actions

Multiattack. The fanatic makes two melee attacks.

Mace. Simple Melee: +5 to hit, reach 5 ft, one creature. Hit: 5 (1d6 + 3) piercing damage.

Wand of Enemy Detection. This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Scroll of Dimension Door. You Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying Capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2021 3:44:00 AM
5
1
--
Coming Soon

Monster Tags: NPC

Habitat: Urban

Asmodius_Prime

Comments

Posts Quoted:
Reply
Clear All Quotes