Cult Fanatic — fantasy monster illustration. Cult Fanatic is a medium humanoid (Challenge Rating 2).

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Cult Fanatic

Medium Humanoid

AC
12
HP
39
Speed
30
CR
2

Armor Class 12

Hit Points 39 (6d8+12)

Speed 30 ft.


STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)

Saving Throws Wis +4

Skills Religion +2, Deception +4, Persuasion +4

Senses passive Perception 12

Languages any one

Challenge 2


Traits

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 fanatics 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022