Medium Humanoid (Any), Typically Chaotic Evil
Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Skills Deception +5, Persuasion +5, Religion +3
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Keen Senses. The cultist has advantage on Wisdom (Perception) checks.

Defilus’s Blessing. The cultist has advantage on saving throws against poison. In addition, when the cultist hits with any weapon, the weapon deals an extra 1d4 poison damage (included in the attack).

Spellcasting. The cult fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): poison spray, sacred flame, thaumaturgy

1st level (4 slots): bane, command, shield of faith

2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

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

Monster Tags: NPC

Habitat: Urban

Althrim

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