Fanatics are frequently part of the cult leadership and using their charisma and also dogma to influence and prey on those of weak will. Most of them are interested in the personal power above the all else.
Traits
Dark Devotion: Mostly, the fanatic has an advantage on Saving Throws which are against being Charmed or Frightened.
Spellcasting: Basically, the fanatic is the 4th-level spellcaster. Also its spell casting ability is the wisdom (spell save DC 11, +3 to hit with spell attacks). Actually, 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 monster 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.
Cult Fanatic Monster 5e Attributes
AC |
13 (Leather Armor)
|
Alignment |
Any Non-good Alignment
|
CHA | 14 |
CON | 12 |
Challenge Rating
|
2 |
DEX | 14 |
HP |
33 (6d8+6)
|
INT | 10 |
Languages |
Any One Language (Usually Common)
|
Passive Perception
|
11 |
Roll 0
|
Dagger 1d20 + 4 1d4+2
|
STR
|
11 |
Size
|
Medium |
Skills
|
Deception +4, Persuasion +4, Religion +2
|
Speed
|
30 ft.
|
Spell Book
|
Light, Sacred Flame, Thaumaturgy, Command, Inflict Wounds, Shield Of Faith, Hold Person, Spiritual Weapon
|
Type
|
humanoid (any race)
|
WIS
|
13
|