monsters humanoid cr-2-4 Official SRD

Cult Fanatic

**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

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Cult Fanatic

Medium Humanoid (any race), any non-good alignment

Armor Class 13 (leather armor)

Hit Points 22 (6d8+6)

Speed 30 ft.

STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)

Saving Throws

Skills Deception +4, Persuasion +4, Religion +2

Damage Immunities

Condition Immunities

Senses passive Perception 11

Languages any one language (usually Common)

Challenge 2 (450 XP)

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.

Reactions

None.


**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Source: SRD 5.1 © 2016, Wizards of the Coast. Used under the CC-BY-4.0.

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