Cult Fanatic

Cult Fanatic

Medium humanoid (any race), any alignment

2
Challenge Rating
450 XP

Cult Fanatics are individuals who have devoted themselves completely to a particular deity, ideology, or secret organization. They are zealous believers who actively work to spread the influence and agenda of their chosen group. Cult Fanatics are often found serving as leaders, recruiters, or enforcers within their respective cults.

Cult Fanatics possess strong convictions and unwavering loyalty to their cause. They are well-versed in the teachings and rituals of their cult, and they wield their faith as a powerful weapon. In combat, they are skilled spellcasters, using their magic to support their allies or strike down their enemies.

These fanatics often wear distinctive attire or symbols associated with their cult, serving as a visual representation of their devotion. They may engage in secretive ceremonies, perform sacrifices, or seek to convert others to their cause through persuasive rhetoric or forceful coercion.

Cult Fanatics can be encountered in various settings, including ancient ruins, hidden temples, or underground hideouts. Their presence often signals a deeper and more sinister plot, as they work to advance the goals of their cult or carry out the will of their enigmatic leaders.

Engaging with Cult Fanatics can lead to intriguing role-playing opportunities, as they may hold valuable information, possess hidden knowledge, or offer quests that align with their cult’s interests. However, their fervent dedication and willingness to resort to violence make them formidable adversaries that adventurers must approach with caution.

Special Abilities

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.
Armor Class: 13 (armor: Leather Armor)
Hit Points: 22 (6d8-5)
Speed: 30 ft. (walk)
str
11
+0
dex
14
+2
con
12
+1
int
10
+0
wis
13
+1
cha
14
+2
Proficiency Bonus: +2

Proficiencies

  • Skill: Deception +4
  • Skill: Persuasion +4
  • Skill: Religion +2

Senses

  • Passive Perception: 11
Languages: any one language (usually Common)
Environment: Urban

Credits: SRD 5.1