Cult Fanatic
Medium Humanoid (any race), any non-good alignment
Armor Class 13 (leather armor)
Hit Points 22 (6d8+6)
Speed walk +30
Challenge 2
Skills religion +2, deception +4, persuasion +4
Senses passive Perception 11
Languages any 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.
Source: 5e Core Rules · OGL/Open