Cultist Fanatic

CR 2 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
13 (natural armor)
Initiative
+2 (12)
HP
44 (8d8 + 8)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 11 +0 +0 DEX 14 +2 +2 CON 12 +1 +1
INT 10 +0 +0 WIS 14 +2 +4 CHA 13 +1 +1
Skills
Deception +3, Persuasion +3, Religion +2
Gear
Holy Symbol, Leather Armor
Senses
Passive Perception 12
Languages
Common
CR
2 (XP 450; PB +2)

Actions

Pact Blade.

Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.

Spellcasting.

The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person

Bonus Actions

Spiritual Weapon (2/Day).

The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.