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.
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.
Comments