Medium Humanoid (Cleric), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
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.

Actions

Multiattack. The fanatic makes two melee attacks. It can use Sacred Fire in place of one of these attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) necrotic damage.

Sacred Fire. Magical, flame-like radiance rains down on a creature that the fanatic can see within 60 feet of itself. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. The fanatic casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

At will: light, thaumaturgy
1/day each: command, hold person

Bonus Actions

Spectral Weapon (Recharges after a Short or Long Rest). The fanatic conjures a floating, spectral weapon within 60 feet of itself. The fanatic can make a melee spell attack (+3 to hit) against one creature within 5 feet of the weapon. On a hit, the target takes 5 (1d8 + 1) force damage. The weapon lasts for 1 minute. As a bonus action on later turns, the fanatic can move the weapon up to 20 feet and repeat the attack against one creature within 5 feet of the weapon.

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.

Monster Tags: NPC

Habitat: Urban

GolenVel

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