Medium Humanoid (Any Race), Typically Chaotic Evil
Armor Class 15 (leather armor)
Hit Points 66 (6d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Condition Immunities Frightened
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +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 Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

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

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

2nd level (3 slots): hold person, spiritual weapon

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.

Tide Pulse (Recharge 5–6)

The pool trembles—then releases a silent wave outward.

  • STR save or pushed + knocked prone

Summon Deep Echo (1/round)

From the spiral of bodies… something rises.

  • 1 Drowned Remnant (max 3 active)
Bonus Actions

Drown the Faithless (1/day)

Water rises around a target’s face, forming a tightening sphere.

  • Restrained, CON save each turn

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.

Monster Tags: NPC

Habitat: Urban

Ginger_Josuke_

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