SRD5:Cult Fanatic (NPC)
This material from the 5th edition (2014) SRD v5.1 is published under the OGL and CC-BY |
Cult Fanatic | ||||||||||||
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Medium Humanoid (Any Race), Any Non-Good Alignment | ||||||||||||
Armor Class: 13 (leather armor) | ||||||||||||
Hit Points: 33 (5d8+6) | ||||||||||||
Speed: 30 ft. | ||||||||||||
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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: ActionsMultiattack. 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.