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

STR
11
+0
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
13
+1
CHA
14
+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