Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (Studded leather armor, or 16 with Mage Armor)
Hit Points 56 (8d8 + 12)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws WIS +6, CHA +6
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances Psychic
Senses Passive Perception 13
Languages Any two languages (usually Common and whatever language the object of the cults worship speaks)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Spellcasting. The Zealot is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The fanatic has the following cleric and warlock spells prepared:

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

1st level (4 slots): command, inflict wounds, shield of faith, witch bolt, armor of agathys

2nd level (3 slots): hold person, spiritual weapon, ray of enfeeblement, cloud of daggers

3rd level (2 pack slots):  counterspell, fly

Invocations: Scales of Zealotry- At will without using spellslot or material- cast mage armor

Chromatic Mask Shift- At will without using spellslot or material- cast disguise self

Actions

Multiattack. The fanatic makes three melee attacks.

Rapier. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

Description

Zealots are often part of a cult's most extreme followers and leaders, using their charisma and dogma to influence and control on those of weak will. Most are interested in absolute power and the cults success above all else.

Monster Tags: NPC

Habitat: Urban

Nicholas_Wilson_DM

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