Armor Class
13
(leather armor)
Hit Points
33
(6d8 + 6)
Speed
30 ft.
STR
11
(+0)
DEX
18
(+4)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
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 two melee attacks. Use Hide action every turn to gain Sneak attack.
Dagger Sneak attack. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 15 (3d6 + 6) 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.
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