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Cult Fanatic A5E

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
12
Hit Points
39 (6d8+12)
Speed
30 ft.

STR10 (+0)
DEX14 (+2)
CON14 (+2)
INT10 (+0)
WIS14 (+2)
CHA14 (+2)

Saving Throws
Wisdom +4
Skills
Deception +4, Persuasion +4, Religion +2
Senses
passive Perception 12
Languages
any one
Challenge
2 (450 XP) · Proficiency Bonus +2

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.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details