Cult Fanatic
Medium Humanoid. CR 2, AC 12, 39 HP. Traits: Fanatic, Spellcasting.
- Armor class
- 12
- Hit points
- 39
- Challenge
- 2
- Creature type
- Humanoid
- Size
- Medium
Stat block
- Cha
- 14
- Con
- 14
- Dex
- 14
- Int
- 10
- Str
- 10
- Wis
- 14
- Speed
- Walk: 30
- Senses
- passive Perception 12
- Skills
- Religion: 2; Deception: 4; Persuasion: 4
- Actions
- Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Sacred Flame (Cantrip; V, S). One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Command (1st-Level; V). One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
- Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
- Blindness/Deafness (2nd-Level; V). One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Languages
- any one
- Saving throws
- Wisdom: 4
- Special abilities
- Fanatic. The cult fanatic has advantage on saving throws against being charmed or frightened.
- Spellcasting. The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12 +4 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): light sacred flame thaumaturgy 1st-level (4 slots): ceremony command detect evil and good inflict wounds 2nd-level (3 slots): blindness/deafness hold person
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).