Medium Humanoid, Chaotic Evil
AC 13 Leather Armor    Initiative +2 (12)
HP 33 (6d8 + 6)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 14 +2 +4
CHA 16 +3 +5
Skills Deception +5, Religion +2
Senses Passive Perception 12
Languages Abyssal, Common
CR 2 (XP 450; PB +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 Charisma (spell save DC 13, +5 to hit). It has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Infestation

  • 1st level (3 slots): Command, Inflict Wounds

  • 2nd level (2 slots): Spiritual Weapon

Actions

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

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ViciousDefinity

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