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Cult Fanatic
Source: SRD / Basic Rules
title: Cult Fanatic

*Medium humanoid (any race), Any Non-Good alignment*
- **Armor Class** 13 ([leather armor](compendium/items/leather-armor.md))
- **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)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Deception +4, Persuasion +4, Religion +2
- **Senses** passive Perception 11
- **Languages** any one language (usually Common)
- **Challenge** 2
## Traits
***Dark Devotion.*** The fanatic has advantage on saving throws against being [charmed](rules/conditions.md#charmed) or [frightened](rules/conditions.md#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](compendium/spells/light.md), [sacred flame](compendium/spells/sacred-flame.md), [thaumaturgy](compendium/spells/thaumaturgy.md)
**1st level (4 1st-level slots)**: [command](compendium/spells/command.md), [inflict wounds](compendium/spells/inflict-wounds.md), [shield of faith](compendium/spells/shield-of-faith.md)
**2nd level (3 2nd-level slots)**: [hold person](compendium/spells/hold-person.md), [spiritual weapon](compendium/spells/spiritual-weapon.md)
## 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.
^statblock
Environment
urban