Cult Fanatic - AI-generated fantasy Monster

Cult Fanatic

Cult fanatics are the voice of the ritual once the temple doors have closed and the knives come out. They are not always the strongest among the faithful, but they are often the most certain. In an ambush, that certainty is contagious. A fanatic does not need to defeat the heroes outright. It only needs to buy the cult enough time to burn the wagon, scatter the hostages, or complete the prayer that turns panic into a sacrifice.

MediumHumanoid(cultist)CR 2any evil alignment

Cult Fanatic

humanoidevilspellcastercontrollerculthostage encounter
HP45AC+4SPD30 ft.CR2DeceptionInsightReligion
STR
10
DEX
14
CON
14
INT
10
WIS
15
save
CHA
16
save
Spellcasting. The fanatic is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save , to hit with spell attacks). It requires no material components for its spells. The fanatic has the following spells prepared: Cantrips at will: thaumaturgy. 1st level 4 slots: command, bane. 2nd level 2 slots: hold person, spiritual weapon.
Zeal of the Flock. The fanatic has advantage on saving throws against being frightened while at least one allied cultist is within 30 feet of it.
Command. The fanatic can issue a sharp order to one allied cultist it can see within 30 feet. That ally can use its reaction to move up to half its speed or make one weapon attack.
Multiattack. The cult fanatic makes two attacks, using Dagger or Profane Bolt in any combination.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 () piercing damage plus 3 () psychic damage.
Profane Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 7 () necrotic damage, and the target cannot take reactions until the start of the fanatic's next turn.
Command. The fanatic utters a blasphemous command at one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or obey a one-word command of the fanatic's choice until the end of its next turn. Typical commands are Approach, Drop, Flee, Grovel, or Halt. A commanded creature won't willingly jump into obvious death, but it will take risky actions to follow the order.
Hold Person. The fanatic points a claw-tipped rod at one humanoid it can see within 60 feet. The target must succeed on a Wisdom saving throw or become paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The fanatic typically uses this on the most dangerous hostage saver or the one holding the wagon in place.
Cruel Revelation. When a creature the fanatic can see within 30 feet fails a saving throw against one of the fanatic's spells, the fanatic can impose a cruel epiphany on the target. The target takes 3 () psychic damage.
Cantrips
Thaumaturgytransmutation A long wick of spite and a snap of the wrist make a target flinch in fear.
1st level
Commandenchantment The fanatic hisses a single commanding word to force obedience.
2nd level
Hold Personenchantment The fanatic wraps a humanoid in invisible divine pressure, paralyzing it if it fails the save.
Smite Ashevocation A wave of choking faith lashes out in a short cone, making enemies reel in terror and lose footing. The attack is reskinned as a burst of ash and cinders.
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