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
Frozen Flesh. Cultists of the Windwalker never suffer harm from exposure or harm from cold weather.
Multiattack. The fanatic makes two melee attacks with its dagger.
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.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage and a Medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the cultist can’t claw another target.
Cannibalize (1/Day). The cultist consumes a portion of humanoid flesh it carries or from a humanoid corpse within 5 feet. When it does so, it gains 10 temporary hit points that last for 1 hour. As long as the cultist has these temporary hit points, it has advantage on Constitution saving throws.
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. These fanatics serve Ithaqua, and dream of the day when they may "ascend" and become a wendigo. Note: This one of three monsters I have published for the Cult of the Windwalker, the other two being the Cultist of the Windwalker and the Half-White Dragon Ravenous Wendigo.
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