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
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.
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