Cultist, Fanatic 2014
CR 2 humanoid
Medium humanoid, chaotic evil
The fanatic is resistant to the charmed and frightened conditions.
The fanatic's weapons are coated in dark, magical flames. When the fanatic hits with any weapon, the weapon deals an extra 2d6 fire damage or necrotic damage (included in the attack), the fanatic's choice.
Actions
The fanatic makes two Sacrificial Dagger or Unholy Bolt attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) slashing damage plus 7 (2d6) fire damage or necrotic damage (the fanatic's choice). If the target is paralyzed, prone, stunned, or unconscious, it takes an extra 2 (1d4) slashing damage.
Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6+3) fire damage or necrotic damage (the fanatic's choice).
The fanatic casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).
- At Will: light, thaumaturgy
- 3/Day Each: bane, command<br>2/day: hold
Bonus Actions
One creature the fanatic can see within 30 feet of it must succeed on a DC 13 CHA save or be marked with an unholy brand until the start of the fanatic's next turn. While the creature is branded, Fiends and cultists have advantage on attack rolls against it.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details