Cult Fanatic A5E
CR 2 humanoid
Medium humanoid, chaotic evil
The cult fanatic has advantage on saving throws against being charmed or frightened.
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
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
(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.
(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).
(1st-Level; V, S) Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
(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.
(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