Armor Class
13
(leather armor)
Hit Points
33
(6d8 + 6)
Speed
30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
13
(+1)
CHA
14
(+2)
Skills
Deception +4, Persuasion +4, Religion +2
Senses
Passive Perception 11
Languages
Any one language (usually Common)
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The fanatic makes 4 melee/ranged attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
Bonus Actions
Another attack as Bonus action.
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.
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