Medium Humanoid (Human), Neutral Evil
Armor Class 14 (leather armor)
Hit Points 212 (17d20 + 34)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws WIS +7, CHA +7
Skills Deception +9, Persuasion +9, Religion +7
Senses Passive Perception 13
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Spellcasting. The fanatic is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The fanatic has the following cleric spells prepared:

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

1st level (4 slots): command, healing word, inflict wounds, shield of faith

2nd level (3 slots): enhance ability hold person, spiritual weapon

3rd level (3 slots): bestow curse, protection from energy

4th level (3 slots): banishment, death ward

5th level (2 slots): contagion, flame strike

Actions

Multiattack. The Cult Leader makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 3) piercing damage.

Legendary Resistance (1/day). If the Cult Leader fails a saving throw, it can choose to succeed instead.

Description

Cult Leaders are at the top of a cult's leadership, usually remaining an an anonymous figure to the public. They tend to either be the founder or one of the original members in the cult.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2022 4:08:00 AM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

A_Human125

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