Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (chain shirt)
Hit Points 39 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
11 (+0)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): mending, resistance, sacred flame, toll the dead

1st level (4 slots): bane, command, cure wounds, divine favor, guiding bolt, inflict wounds, sanctuary, shield of faith

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

3rd level (3 slots): crusader's mantle,glyph of warding,sanctuary,spirit guardians

Actions

Multiattack. The fanatic makes two melee attacks or one melee attack and one spell attack..

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.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d6+3) piercing damage.

Description

Advanced Fanatics are masterful spellcasters and 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 or service of their cult.

Monster Tags: NPC

Habitat: Urban

BombadillioTheBrewer

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