Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Abyssal)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Relentless Endurance (Recharge on a Short or Long Rest). When the fanatic is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Actions

Multiattack. 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.

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.

Monster Tags: NPC

Habitat: Urban

GrufftonChesthumper

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