Cult Fanatic
Medium Humanoid
- Armor Class: 12
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie, page 472
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
10 (+0) |
14 (+2) |
14 (+2) |
- Saving Throws: Wis +4
- Skills: deception +4, persuasion +4, religion +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Fanatic: The cult fanatic has advantage on saving throws against being charmed or frightened.
- Spellcasting: The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
command
detect evil and good
inflict wounds
2nd-level (3 slots): blindness/deafness
hold person
Actions
- Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Sacred Flame (Cantrip; V, S): One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Command (1st-Level; V): One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
- Inflict Wounds (1st-Level; V, S): Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
- Blindness/Deafness (2nd-Level; V): One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Hold Person (2nd-Level; V, S, M, Concentration): One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
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