> [Monsters, NPC and Animals](srd_monsters.md) --- # Cult Fanatic - Alias: [Fanatique de secte](hd_monsters_fanatique_de_secte.md) -  Medium humanoid (any race), any non-good alignment - **Armor Class** 13 (leather armor) - **Hit Points** 33 (6d8 + 6) - **Speed** 30 ft. |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) - **Challenge** 2 (450 XP) ## Special Features **_Dark Devotion_**. The fanatic has advantage on saving throws against being charmed or frightened. **_Spellcasting_**. The fanatic is a 4th-level spellcaster. Its spellcasting 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](srd_spells_light.md)_, _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[command](srd_spells_command.md)_, _[inflict wounds](srd_spells_inflict_wounds.md)_, _[shield of faith](srd_spells_shield_of_faith.md)_ * **2nd level (3 slots):** _[hold person](srd_spells_hold_person.md)_, _[spiritual weapon](srd_spells_spiritual_weapon.md)_ ## 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.