Medium Humanoid (Demon), Chaotic Evil
Armor Class 13
Hit Points 20 (6d6)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
7 (-2)
CHA
14 (+2)
Saving Throws CON +4
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances Psychic
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Profane Resilience. When the zaelot makes a saving throw to resist the effects of a spell cast by a cleric, paladin, druid, ranger, celestial, or some other divine source, it can add its proficiency bonus to the saving throw if it isn't proficient in the save.

Inquisition Defier. The cultist is immune to effects that allows other creatures to read its thoughts, determine whether it is lying, or know its alignment. Additionally, the cultist can't be targeted by any divination magic or perceived through magical scrying sensors.

Actions

Multiattack. The fanatic makes two melee attacks.

Flail. Melee Attack: +2 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage.

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.

Monster Tags: NPC

Habitat: Urban

Nihilismind

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