Cult Fanatic

Medium humanoid (any race), any non-good alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)
Traits
Dark Devotion
The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting
The fanatic is a 4th-level spellcaster. Its spellcasting 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 5ft. or range 20/60ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
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.
- name Cult Fanatic
- type humanoid
- ac 13
- hp 33 (6d8 + 6)
- size medium
- alignment any non-good
- abilities
- name STR
- value 11
- name DEX
- value 14
- name CON
- value 12
- name INT
- value 10
- name WIS
- value 13
- name CHA
- value 14
- speed 30ft
- cr 2
- skills
- name Deception
- value 4
- name Persuasion
- value 4
- name Religion
- value 2