Cult Fanatic Monster D&D 5e (5th Edition)

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

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