AC 12
HP 39 (6d8 + 12; bloodied 19)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Wis +4
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 12
Languages any one
Fanatic. The cult fanatic has advantage on saving throws against being charmed or frightened .
Spellcasting. The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light , sacred flame , thaumaturgy
1st-level (4 slots): ceremony , command , detect evil and good , inflict wounds
2nd-level (3 slots): blindness/deafness , hold person
ACTIONS
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.
Sacred Flame (Cantrip; V, S). One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw , taking 4 (1d8) radiant damage on a failure. This spell ignores cover .
Command (1st-Level; V). One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw . On a failure, the target uses its next turn to grovel (falling prone and then ending its turn).
Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
Blindness/Deafness (2nd-Level; V). One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw . On a failure, the creature is blinded or deafened (cult fanatic’s choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Cult fanatics are leaders who recruit for and command forbidden cults. They have either been granted real spellcasting abilities by the dark forces they serve, or they have twisted their pre-existing magical abilities to the service of their cause.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.