Talewrite

Cult Fanatic

Medium humanoid (any race), any non-good alignment · 2014 rules, SRD 5.1

Armor Class
13 (armor)
Hit Points
22 (6d8-5)
Speed
30 ft.
STRDEXCONINTWISCHA
11 (+0)14 (+2)12 (+1)10 (+0)13 (+1)14 (+2)
Skills
Deception +4, Persuasion +4, Religion +2
Senses
passive perception 11
Languages
any one language (usually Common)
Challenge
2 (450 XP)

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.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).