Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
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.

Charge. If the baphomet fanatic moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The fanatic has the following cleric spells prepared:

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

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

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

Actions

Multiattack. The bahpomet fanatic makes two melee attacks, or one Gore attack

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

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

Sloan_Kettering

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