Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The wizard is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The fanatic has the following wizard spells prepared:

Cantrips (at will): light, fire bolt, mind sliver

1st level (4 slots): mage armor, shield, magic missile, sleep

2nd level (3 slots): hold person, misty step

3rd level (2 slots): counterspell, haste, lightning bolt

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Description

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

These mid level mages have proven themselves in combat and study.  Watch carefully for their specialized magic.

Monster Tags: NPC

Habitat: Urban

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