Cult Fanatic

D&D 5e · medium humanoid, any non-good alignment

Challenge 2 (450 XP)

STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)

Defense

Armor Class 13 (armor)
Hit Points 33 (6d8+6)
Speed 30 ft.

Proficiencies & Senses

Skills Deception +4, Persuasion +4, Religion +2
Languages Any One Language (Usually Common)
Passive Perception 11

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.

Reference Text

A cult fanatic, a humanoid leader of a cult, clad in leather armor and wielding a dagger.