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Cult Fanatic 2014

CR 2 humanoid

Medium humanoid, any non-good alignment


Armor Class
13 (leather armor)
Hit Points
22 (6d8+6)
Speed
30 ft.

STR11 (+0)
DEX14 (+2)
CON12 (+1)
INT10 (+0)
WIS13 (+1)
CHA14 (+2)

Saving Throws
Skills
Deception +4, Persuasion +4, Religion +2
Senses
passive Perception 11
Languages
any one language (usually Common)
Challenge
2 (450 XP) · Proficiency Bonus +2

Dark Devotion.

The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting.

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:

Cantrips (at will): light, sacred flame, thaumaturgy

  • 1st level (4 slots): command, inflict wounds, shield of faith
  • 2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack.

The fanatic makes two melee attacks.

Dagger.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Environments: Desert, Forest or Jungle, Hills, Ruins, Sewer, Temple, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details