Medium Construct (Any Race), Any Non-Good Alignment
Armor Class 16 Natural Armor
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +4, CON +4
Skills Deception +4, Persuasion +4, Religion +2
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning
Condition Immunities Exhaustion
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The Mage is a mighty 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, gust,  Friends

1st level (6 slots): command, inflict wounds, shield of faith, Thunderwave, Magic Missile

2nd level (5 slots): hold person, spiritual weapon, See Invisibility, Dust Devil

Actions

Multiattack. The mage makes two melee attacks. Or one melee attack and a discharge attack.

Spiked staff. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Discharge, (Recharge 5-6] The mage releases all it's unused energy, in a fifteen foot sphere around itself. All other creatures in this radiance take 4d6 lightning damage.

Beng_the_Bob

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