### 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.