# Dragon Cultist *Medium* *Humanoid* - **Armor Class:** 12 - **Hit Points:** 39 (6d8+12) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** A5e Monstrous Menagerie, page 473 | 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. - **Immunity:** A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon. - **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.