Most of those cult fanatics are steadily a part of the cult’s management, principally by utilizing their charisma and likewise the dogma for affect and prey on such sort of weak will. Most of them are all in favour of their private energy above all of them else.
Traits
Darkish Devotion: Often, the fanatic has a bonus on the saving throws that are towards being charmed or else frightened.
Spellcasting: Right here this cult fanatic is a 4th-level spellcaster. Its spell casting capability is the knowledge (spell save DC 11, +3 to hit with spell assaults). Despite the fact that the fanatic additionally has under talked about cleric spells you may see them now:
• Cantrips (at will): mild, Sacred Flame, Thaumaturgy
• 1st Degree (4 slots): Command, Inflict Wounds, Protect of Religion
• 2nd Degree (3 slots): Maintain Particular person, Non secular Weapon
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Actions
Multiattack: The fanatic monster normally makes two Melee Assaults.
Dagger: By using this dagger this monster in dnd 5e could make a Melee or Ranged Weapon Assault: +4 to hit, attain 5 ft. or vary 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing injury.
Attributes Of Cult Fanatic Monster DnD 5E
AC | 13 (Leather-based Armor) |
Alignment | Any Non-good Alignment |
CHA | 14 |
CON | 12 |
Problem Score | 2 |
DEX | 14 |
HP | 33 (6d8+6) |
INT | 10 |
Languages | Any One Language (Often Widespread) |
Passive Notion | 11 |
Roll 0 | Dagger 1d20 + 4 1d4+2 |
STR | 11 |
Dimension | Medium |
Abilities | Deception +4, Persuasion +4, Faith +2 |
Pace | 30 ft. |
Spell E book | Gentle, Sacred Flame, Thaumaturgy, Command, Inflict Wounds, Protect Of Religion, Maintain Particular person, Non secular Weapon |
Sort | humanoid (any race) |
WIS | 13 |