Cult Fanatic
Medium Humanoid (any race), any non-good alignment
450 XP
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
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.