Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 40 (8d8 + 8)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances Cold
Damage Immunities Psychic
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The cultist 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

Teleportation. The cultist does not provoke opportunity attacks for the rest of his turn when he uses the dash action.

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.

Tharizdun's Fang (Greatsword). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 2) slashing damage, and the creature must succeed on a DC 12 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.

Legendary Actions

The cultist 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 cultist regains spent legendary actions at the start of its turn.

Cantrip. The cultist casts a cantrip.

Shift Reality. The cultist teleports him or an ally that he can see to a location with 30 feet of him that he can see.

Psyche Bomb (Costs 2 Actions). The cultist lets loose a wave of maddening energy, all creatures within 10 feet of him must succeed a DC 12 wisdom saving throw or take 1d8 psychic damage.

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.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the cultist takes a lair action to cause one of the following effects; the cultist can’t use the same effect two rounds in a row:

  • Cursed Ground: A pool of darkness wells up around a creature within 30 feet of the cultist. The creature must make a DC 12 strength or dexterity saving throw to avoid being grappled by it (escape DC 12).
  • Fog of Madness: The cultist creates a cloud of heavy smoke around him, heavily obscuring the area within 5 feet of him. This cloud lasts for two rounds, or until the cultist uses this ability again.
  • Teleportation Circle: The cultist summons a normal cultist with 1 hit point to a space within 30 feet of him.

Monster Tags: NPC

Habitat: Urban

ALinkToTheTacocat

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