Difference between revisions of "SRD5:Cult Fanatic (NPC)"

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Revision as of 04:12, 11 March 2017

This material is published under the OGL
Cult Fanatic
Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class: 13 (leather armor)
Hit Points: 33 (5d8+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)Proficiency Bonus (PB): +2
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Widsom (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 target. 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.

Sources


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Facts about "Cult Fanatic (NPC)"
AlignmentAny Non-Good Alignment +
CRval2 +
Canontrue +
Challenge Rating2 +
Creature NameCult Fanatic +
Experience Points450 +
FeaturesDark Devotion +, Spellcasting +, Multiattack +, Dagger + and {{{feature1}}} +
Hit Dice5d8+6 +
Hit Points33 +
IdentifierNPC +
NameCult Fanatic +
SizeMedium +
SortTextCult Fanatic 5e +
SubtypeAny Race +
TitleCult Fanatic +
TypeHumanoid +