All monsters

Cult Fanatic

Medium, humanoid, any non-good alignment

CR 2AC 13HP 22 (6d8)

Speed walk 30 ft

str
11
(+0)
dex
14
(+2)
con
12
(+1)
int
10
(+0)
wis
13
(+1)
cha
14
(+2)

Skills religion +2, deception +4, persuasion +4

Senses passive_perception: 11

Languages any one language (usually Common)

Traits

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

Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting 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.

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.