Small Humanoid, Chaotic Evil
Armor Class 16 (leather armor +3)
Hit Points 75 (15d8 + 15)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +7, WIS +8
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Common, Gnomish Common, Gnomish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Spellcasting. The fanatic is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy, Resistance, Guidance

1st level (4 slots): command, inflict wounds, shield of faith, sanctuary

2nd level (4 slots): hold person, spiritual weapon, Blindness/Deafness, Enhance Ability

3rd level (3 slots): animate Dead, Bestow Curse, Spirit Guardians

4th level (3 slots):Guardian of Faith, Banishment, Stone Shape

5th level (2 slot): Raise Dead, Flame Strike

6th level (1 slot): Heal

7th level (1slot): Divine Word

8th level (1 slot): Holy Aura

Actions

Multiattack. The fanatic makes two melee attacks and a spell attack

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.

Legendary Actions

The cult leader can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

 

Cast a cantrip: the cult leader cast a cantrip

Attack: the cult leader uses his dagger

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. This is the man on the top, the leader of the cult.

Monster Tags: NPC

Habitat: Urban

haso

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