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)
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.
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