Medium Humanoid, Any Alignment
Armor Class 15 mage robes
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws WIS +8, CHA +10
Senses Passive Perception 14
Languages Common and one language of choice
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Magical Attacks The cultist fanatic's attacks count as magical for the purpose of overcoming resistance

Otherworldly Pact The cultist fanatic's spells areautomatically cast at its highest available spell slot

Supernatural Devotion The cultist fanatic has advantageon saving throws against being charmed or frightened

Zealous Empowerment When the cultist executioner deals a critical hit, they can triple the damage die instead of doubling it.

Zealous Strikes When the cultist fanatic starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist fanatic can make one additional Pact Blade or Eldritch Blast attack as part of its action.

Zealous Blessing (Recharge 5-6) At the start of each of its turns, the cultist executioner can add an additional damage die to its Pact Blade or Eldritch Blast until the end of its next turn.

God Slayer The cultist's spell effects can ignore resistance on Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends. Any immunities these creature possess counts as resistance instead.

Magic Resistance The cultist has advantage on saving throws against spells and magical effects

Occultic Empowerment Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends have disadvantage on saving throws against the cultist's spell effects

Spellcasting

The cultist acolyte is an 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).

Cantrips Eldritch Blast(see below), Thaumaturgy,Guidance,

3rd Level Spells(2 slots) Hex, Spirit Shroud, Spiritual
Weapon,Protection from Evil and Good,shild,Spiritual Weapon,Counterspell, Dispel Magic, Fly



Actions

Multiattack The cultist executioner can make two attacks with its Pact Blade

Pact Blade. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 5 (1d10+3) slashing damage

Eldritch Blast. Ranged Spell Attack: +5 to hit, 150ft., one target. Hit: 8 (1d10+3) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip

Ascendant Blast When the cultist uses Eldritch Blast, it can deal an additional 1d10 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends

Ascendant Pact Blade When the cultist makes an attack with its Pact Blade, it can deal an additional 1d8 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends

Devotion's Favor(1/short or long rest) The cultist acolytecan recover all expended spell slots

 

Bonus Actions

Zealous Frenzy The cultist fanatic can expend a spell slot to deal an additional 7(2d6) force damage on each of its attacks until the start of its next turn.

Reactions

Zealous Spree When the cultist fanatic reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed and make a Pact Blade or Eldritch Blast attack against a target in range.

Ascendant Wrath When the cultist takes damage from an attacker, it can force the attacker to make a Charisma saving throw equal to its spell save DC. On a failed saving throw, creatures suffer vulnerability to one damage type of the cultist's choice until the end of its next turn.

Description

Fanatics are known for their extreme zeal towards their patron. These cultists are willing to do anything for the cause, even if it means certain death. In fact, their extreme zeal allows them to channel their patron's magic to replenish their own arcane reserves or to unleash it a zealous outburst. In many extreme cases, fanatics have been known to sacrifice their victims in the name of the deity to grant themselves a surge of power

tdover

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