# Cult Fanatic

*Medium* *Humanoid*

- **Armor Class:** 12
- **Hit Points:** 39 (6d8+12)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 472

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

- **Saving Throws**: Wis +4
- **Skills:** deception +4, persuasion +4, religion +2
- **Senses:** passive Perception 12
- **Languages:** any one

### Special Abilities

- **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.


