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AideDeJeu/Data/HD/srd_monsters_cult_fanatic.md
2019-05-05 20:13:54 +02:00

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> [Monsters, NPC and Animals](srd_monsters.md)
---
# Cult Fanatic
- CEO: [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.