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5ead/monsters/md/a5e_monstrous_menagerie/cult-fanatic-a5e.md
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# Cult Fanatic
*Medium* *Humanoid*
- **Armor Class:** 12
- **Hit Points:** 39 (6d8+12)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** A5e Monstrous Menagerie, page 472
| 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.
- **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.