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Cult Fanatic

Medium Humanoid (any race), any non-good alignment

CR 2

450 XP

AC: 13 (leather armor)
HP: 22 (6d8+6)
Speed: walk 30 ft.
Skills: Deception +4, Persuasion +4, Religion +2
Senses: passive Perception 11
Languages: any one language (usually Common)
STR
11
+0
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
13
+1
CHA
14
+2

Special Abilities

Dark Devotion

The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting

The fanatic is a 4th-level spellcaster. Its spell casting 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, sacred flame, thaumaturgy
* 1st level (4 slots): command, inflict wounds, shield of faith
* 2nd level (3 slots): hold person, spiritual weapon

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.

Quick Reference

Challenge: CR 2
Type: Humanoid
Size: Medium
Alignment: any non-good alignment
Best for party of 4 at level 3-4

Running This Encounter

Cult Fanatics are zealous spellcasters who lead small groups of cultists in service to dark powers. Position them behind minions or in defensible positions where they can cast spells safely. Use their action surge equivalent through bonus actions to maintain pressure. They work best when supported by other cultists who can protect them from melee threats.

Combat Tactics

Cult Fanatics prioritize casting Command or Inflict Wounds to control the battlefield or deal damage from range. They will use their Spiritual Weapon bonus action to attack while staying mobile, and retreat behind allies when threatened in melee. If cornered, they fight defensively but rarely surrender, as their fanatic devotion overrides self-preservation.

Environment & Setting

Ideal in hidden shrines, underground temples, or corrupted buildings where cultists have fortified positions. They thrive in areas with multiple rooms, allowing them to cast and retreat, or where allies can block doorways.