Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any one
Traits
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
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.
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).
Dagger
+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
Inflict Wounds
+4 to hit, reach 5 ft (1.5 m). Hit: 3d10 necrotic damage.
(1st-Level; V, S) Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic 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.
About Cult Fanatic
Cult Fanatic is a medium humanoid with a Challenge Rating of 2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 12 and possesses 39 hit points (derived from 6d8+12).
Cult Fanatic has communication capabilities including any one. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Cult Fanatic
2 tips available
GM Tips: Using Cult Fanatic
When using Cult Fanatic in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing Cult Fanatic
2 strategies available
Player Guide: Facing Cult Fanatic
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 2.
Solo Encounter:
A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Cult Fanatic?
- Cult Fanatic has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
- What type of creature is Cult Fanatic?
- Cult Fanatic is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Cult Fanatic speak?
- Cult Fanatic can communicate in any one.
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