Cult Fanatic
medium humanoid, any non-good alignment
Defense
Proficiencies & Senses
Reference Text
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. Size: Medium Type: Humanoid Alignment: any non-good alignment Armor Class: 13 Hit Points: 22 Hit Dice: 6d8+6 Speed: "walk": 30 Challenge Rating: 2 Actions: ["desc": "The fanatic makes two melee attacks.", "name": "Multiattack", "attack_bonus": 4, "damage_bonus": 2, "damage_dice": "1d4", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.", "name": "Dagger"] Special Abilities: ["desc": "The fanatic has advantage on saving throws against being charmed or frightened.", "name": "Dark Devotion", "desc": "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:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): command, inflict wounds, shield of faith\n* 2nd level (3 slots): hold person, spiritual weapon", "name": "Spellcasting"]