# Cult Fanatic *Medium* *Humanoid* *any non-good alignment* - **Armor Class:** 13 (leather armor) - **Hit Points:** 22 (6d8+6) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** 5.1 SRD (2015 MM), page 398 | 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) ### Special Abilities - **Dark Devotion:** The fanatic has advantage on saving throws against being charmed or frightened. - **Spellcasting:** The fanatic is a 4th-level spellcaster. Its spell casting 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.