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.
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).
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.
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