Cult Fanatic
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.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any non-good alignment |
Armor Class | 13 (Leather Armor) |
Hit Points | 33 (6d8 + 6) |
Combat Rating | 2 CR |
Speed | 30 ft |
Senses | Passive Perception 12 |
Languages | None |
Skills
Proficiencies: Deception, Religion, Persuasion
Deception
+4
Persuasion
+4
Religion
+2
Abilities
Dark Devotion
The fanatic has advantage on saving throws against being charmed or frightened.
Actions
Multiattack : action
The fanatic makes two melee attacks.
Items
Armor:
Leather Armor - AC 11
Dagger
Melee weapon Attack
+4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 Piercing damage
Rolls:
Attack: 1d20 + 4
Damage: 1d4 + 2
Ranged weapon Attack
+4 to hit, range (undefined/undefined) ft., one target. Hit: 1d4 + 2 Piercing damage.
Rolls:
Attack: 1d20 + 4
Damage: 1d4 + 2
Spells
Spellcasting
Spellcasting Ability: Wisdom
Spell Save DC: 12
Spell Attack Bonus: 4
Free Spells and Cantrips
Light
Sacred Flame
Thaumaturgy
1st Level (4 Slots)
Shield of Faith
Command
Inflict Wounds
2nd Level (3 Slots)
Hold Person
Spiritual Weapon
3rd Level ( Slots)
4th Level ( Slots)
5th Level ( Slots)
6th Level ( Slots)
7th Level ( Slots)
8th Level ( Slots)
9th Level ( Slots)
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