Armor Class
13
(leather armor)
Hit Points
33
(6d8 + 6)
Speed
30 ft.
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
14
(+2)
WIS
10
(+0)
CHA
13
(+1)
Skills
Arcana +3, Deception +4, Perception +2, Persuasion +4
Senses
Darkvision, Passive Perception 12
Languages
Common, Deep Speech, Elvish
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened and can't be put to sleep.
Spellcasting. The cultist is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): minor hemorrhage, chill touch, expelliarmus
1st level (4 slots): command, inflict wounds, sleep
2nd level (3 slots): hold person, crown of madness
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
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