Cult Fanatic
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
Saving Throws
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances
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 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): ““, ““, ““ 1st level (4 slots): ““, ““, ““ 2nd level (3 slots): ““, ““
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. 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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