### Cult Fanatic *Medium humanoid (any race), any non-good alignment* **Armor Class** 13 (leather armor) **Hit Points** 33 (6d8 + 6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | **Skills** Deception +4, Persuasion +4, Religion +2 **Senses** passive Perception 11 **Languages** any one language (usually Common) **Challenge** 2 (450 XP) ***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. ***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting 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. **Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.