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5ead/monsters/md/a5e_monstrous_menagerie/cult-fanatic-a5e.md
2025-06-07 07:58:30 -05:00

2.3 KiB

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.