legends5e/Monsters/Cult Fanatic (NPC).md
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### 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.