Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (light metal armor)
Hit Points 54 (4d12 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 14
Languages Common, and the language of their master
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 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

Reaction Bonus. The cult leader can only use its reactions if it is using multiattack.

Actions

Multiattack. The cult leader makes one attack with it's quarterstaff, and can use one reaction.

Black Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) bludgeoning damage plus 2 fire damage (5 fire damage if the Infernal Boost reaction has been used).

Reactions

Defense. The cult leader enters a defensive stance. This gives it an extra +2 bonus to AC against melee attacks.

Dodge. If a creature attacks the cult leader on their next turn, the cult leader must make a DC 16 Dexterity saving throw. If they succeed on this saving throw, then they succesfully dodge the incoming attack. Otherwise, they take the damage. This effect does not apply if the incoming attack rolled a critical hit.

Infernal Boost. The amount of fire damage that the cult leaders black quarterstaff is boosted from 2 to 5.

Monster Tags: NPC

Habitat: Urban

TMINTEpic

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