Spell Casting: (until it reaches hit point of 37)
Spellcasting. The fanatic is a 4th-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, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
If a beast blood cultist ally is within 5 feet of another ally that shares the same blood, then beast blood cultist and its allies gain this until they are not in range
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf or cult fanatic has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally Incapacitated.
As a Cult Fanatic until they hit 37 points
Multi attack. 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.
When the Beast triggers (trigger at 37 hit points remaining, they transform into a Dire Wolf)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
No Bonus Actions
No reactions
Description
Lair and Lair Actions
Pack Tactics. The wolf or cult fanatic has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't Incapacitated.
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