Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
18 (+4)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Abyssal, Common
Challenge 2 (450 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 13, +5 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, thaumaturgy, toll the dead

1st level (4 slots): command, false life, inflict wounds

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.

Reactions

Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.

Description

Graz’zt attracts most of his followers from the ranks of those who seek pleasure above all else. He promises dark delights and forbidden ecstasies, in return for total submission to him. His cult gathers new members by circulating tracts, poems, and other works of art that depict encounters with him. Upstanding folk regard these works as vulgar, wretched, and obscene, but the delights they depict or describe sometimes lure a curious soul into learning more about the demon lord.

When a cult beseeches him during the induction of new members, Graz’zt sends an emissary or an avatar to preside over the proceedings, which conclude with the new followers being treated to a night of debauchery.

Monster Tags: NPC

Habitat: Urban

Gard

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