Medium Humanoid (Any Race), Lawful Evil
Armor Class 13 (16 With Mage Armor)
Hit Points 50 (10d8 + 10)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
18 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws INT +7, WIS +4
Skills Arcana +6, Deception +4, History +6, Insight +4, Persuasion +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Common, Draconic, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Spellcasting. The cult wizard is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cult wizard has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, mending

1st level (4 slots): mage armor, magic missile, shield

2nd level (4 slots): hold person, invisibility, Aganazzar's Scorcher

3rd level (4 slots): fireball, haste, counterspell

4th level (3 slots): fire shield, confusion

5th level (1 slot): cone of cold

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 3) 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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2019 7:37:36 PM
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Monster Tags: NPC

Habitat: Urban

Kalafax

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