Cult Fanatic
Medium humanoid (any race), any non-‐good alignment 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) Skills Deception +4, Persuasion +4, Religion +2 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): 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. 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.