Fanatic Cultist
Most of a congregation can be talked down, arrested or bought, and a fanatic cannot. A fanatic acts on the doctrine exactly as written and often burns a site down with the leadership still inside. The priesthood is wary of fanatics for that reason.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 13
- Hit points
- 60 (11d8 + 11)
- Proficiency
- +2
- STR 14 +2 save +2
- DEX 13 +1 save +1
- CON 13 +1 save +1
- INT 10 +0 save +0
- WIS 15 +2 save +4
- CHA 14 +2 save +2
- Skills
- Religion +2
- Passive Perception
- 12
- Languages
- Common, Ebon Liturgy
- Condition immunities
- charmed , frightened
- Found in
- Rift Breach , Settlement
Equipment
Traits
-
Fanatical Resolve
The fanatic cannot be bribed, intimidated, reasoned with or turned, and will not surrender.
-
Last Attack
When the fanatic is reduced to 0 hit points, it makes one final attack before it falls.
Actions
-
Multiattack
The fanatic makes two Ritual Blade attacks.
-
Ritual Blade
+4 to hit · reach 5 ft.
1d8 + 2 slashing damage
-
Recite Doctrine
Each creature within 30 feet that can hear it makes a DC 12 Wisdom save or takes 3d6 psychic damage. Allied cultists within 30 feet gain 5 temporary hit points.