Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., Fly 10 ft. (hover)
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws WIS +3, CHA +6
Skills Deception +6, Persuasion +6, Religion +4
Damage Resistances Cold
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.

Spellcasting. The fanatic is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fanatic has the following warlock spells prepared:

Cantrips (at will): Eldritch Blast, Toll the Dead, Minor Illusion

1st-3rd level (2 3rd-level spell slots): Witch Bolt, Hex, Crown of Madness, Enthrall, Fear, Hunger of Hadar

Maddening Hex. When a creature is effected by the elder's hex spell, as a bonus action the elder can deal 4 psychic damage to the creature as long as the creature is within 30 feet and can be seen by the elder.

Actions

Multiattack. The elder makes two melee attacks.

Quarterstaff. Melee or Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning 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. The elders are advanced in the leadership, taking point and dealing swiftly with possible dangers.

Monster Tags: NPC

Habitat: Urban

RivalKleenex

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