Medium Humanoid (Any Race), Lawful Evil
Armor Class 15 (chain shirt)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +6, WIS +7
Skills Deception +5, Perception +7, Persuasion +5, Religion +4
Senses Passive Perception 17
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Spellcasting. The cult cleric is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 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

3rd level (3 slots): spirit guardians, life transference

4th level (3 slots): guardian of faith, banishment

5th level (2 slots): flame strike, mass cure wounds

Actions

Multiattack. The cult cleric makes two melee attacks.

Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 3) bludgeoning damage plus 14 (4d6) fire 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

Kalafax

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