Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 25 (6d8 + 1)
Speed 10 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws CHA −1
Skills Arcana +4, Deception +4, Persuasion +8, Religion +2
Damage Resistances Poison, Psychic
Condition Immunities Charmed
Senses Passive Perception 15
Languages Abyssal, Common, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Dark Luck. Once per day the Black Finger can give a target of their spell disadvantage on a check, and a negative modifier equal to 1d4.

Beshaba's Influence. Any creature the Totem sees has disadvantage on ALL dice rolls.

Minor Regeneration. Roll 2d4 at the start of every turn and the Totem regains that many hit points.

Spellcasting. The fanatic is a 2nd-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): Eldritch Blast

1st level (3 slots): Inflict Wounds, Silent Image

2nd level (2 slots): Silence

Actions

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. Can do sneak attack, 3d6.

Multispell. Can use any spell that does not do damage as a Bonus Action.

Description

The male members of the Cult of Beshaba, these members are powerful spellcasters gifted in the art of bad luck. 

Monster Tags: NPC

Habitat: Urban

Callarious

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