Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 10 Natural Armor
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Arcana +10, Medicine +4, Persuasion +4, Religion +6
Senses Truesight, Passive Perception 12
Languages All Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

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

1st level (3 slots): bless, cure wounds, sanctuary

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.

Reactions

Ward of Darkness. The Cultist can roll percentage when attacked if they get above 50% they can ignore the attack if they get above 90% the attacker is hit instead however, if they get bellow a 20% they take double damage.

Monster Tags: NPC

Habitat: Urban

Charactersandstuff

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