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Medium humanoid · CR 2

Cult Fanatic

Armor Class13
Hit Points22 (6d8-5)
Speed30 ft.
ChallengeCR 2 (450 XP)
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
13
(+1)
CHA
14
(+2)
SkillsDeception +4, Persuasion +4, Religion +2
Sensespassive Perception 11
Languagesany one language (usually Common)
Special Abilities
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (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 creature. Hit: 4 (1d4 + 2) piercing damage.

Running Cult Fanatic in an encounter

As a CR 2 threat worth 450 XP, Cult Fanatic is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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