Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (Breastplate)
Hit Points 114 (10d20 + 10)
Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +4, Persuasion +4, Religion +2
Senses Darkvision, Passive Perception 11
Languages Common, Infernal Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Spellcasting. The extremist is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The extremist has the following spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, message

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

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

3rd level (3 slots): animate dead, fireball, gaseous form

4th level (3 slots): greater invisibility, wall of fire

5th level (1 slot): contact other plane

Actions

Multiattack. The extremist 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.

Description

Extremist are often a cult's leader or prime example, using their power and strength to influence and prey on those of weak will. Most are interested in personal power above all else.

Previous Versions

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Monster Tags: NPC

Habitat: UnderdarkUrban

Fysics

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