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Commoner	                                             acolytes,	   cultists	   often	   show	   signs	   of	   insanity	   in	   their	   
                                                                   beliefs	   and	   practices.	   
             Medium	   humanoid	   (any	   race),	   any	   alignment	   
                                                                   	   
             Armor	   Class	   10	                                 Cult	   Fanatic	   
             Hit	   Points	   4	   (1d8)	   
                                                                   Medium	   humanoid	   (any	   race),	   any	   non-  good	   alignment	   
             Speed	   30	   ft.	   
                                                                   Armor	   Class	   13	   (leather	   armor)	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	     Hit	   Points	   33	   (6d8	   +	   6)	   
             	    10	   (+0)	    10	   (+0)	    10	   (+0)	    10	   (+0)	    10	   (+0)	    10	   (+0)	   
                                                                   Speed	   30	   ft.	   
             Senses	   passive	   Perception	   10	                	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Languages	   any	   one	   language	   (usually	   Common)	     	    11	   (+0)	    14	   (+2)	    12	   (+1)	    10	   (+0)	    13	   (+1)	    14	   (+2)	   
             Challenge	   0	   (10	   XP)	   
                                                                   Skills	   Deception	   +4,	   Persuasion	   +4,	   Religion	   +2	   
             Actions	                                              Senses	   passive	   Perception	   11	   
             Club.	   Melee	   Weapon	   Attack:	   +2	   to	   hit,	   reach	   5	   ft.,	   one	     Languages	   any	   one	   language	   (usually	   Common)	   
             target.	   Hit:	   2	   (1d4)	   bludgeoning	   damage.	     Challenge	   2	   (450	   XP)	   
             	                                                     	   
             Commoners	   include	   peasants,	   serfs,	   slaves,	   servants,	   
             pilgrims,	   merchants,	   artisans,	   and	   hermits.	     Dark	   Devotion.	   The	   fanatic	   has	   advantage	   on	   saving	   
             	                                                     throws	   against	   being	   charmed	   or	   frightened.	   
                                                                   Spellcasting.	   The	   fanatic	   is	   a	   4th-  level	   spellcaster.	   Its	   
             Cultist	                                              spellcasting	   ability	   is	   Wisdom	   (spell	   save	   DC	   11,	   +3	   to	   
             Medium	   humanoid	   (any	   race),	   any	   non-  good	   alignment	     hit	   with	   spell	   attacks).	   The	   fanatic	   has	   the	   following	   
                                                                   cleric	   spells	   prepared:	   
             Armor	   Class	   12	   (leather	   armor)	   
             Hit	   Points	   9	   (2d8)	                          Cantrips	   (at	   will):	   light,	   sacred	   flame,	   thaumaturgy	   
                                                                   1st	   level	   (4	   slots):	   command,	   inflict	   wounds,	   shield	   of	   
             Speed	   30	   ft.	   
                                                                     faith	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	     2nd	   level	   (3	   slots):	   hold	   person,	   spiritual	   weapon	   
             	    11	   (+0)	    12	   (+1)	    10	   (+0)	    10	   (+0)	    11	   (+0)	    10	   (+0)	   
                                                                   Actions	   
             Skills	   Deception	   +2,	   Religion	   +2	         Multiattack.	   The	   fanatic	   makes	   two	   melee	   attacks.	   
             Senses	   passive	   Perception	   10	                Dagger.	   Melee	   or	   Ranged	   Weapon	   Attack:	   +4	   to	   hit,	   
             Languages	   any	   one	   language	   (usually	   Common)	     reach	   5	   ft.	   or	   range	   20/60	   ft.,	   one	   creature.	   Hit:	   4	   (1d4	   
             Challenge	   1/8	   (25	   XP)	                       +	   2)	   piercing	   damage.	   
             	                                                     	   
             Dark	   Devotion.	   The	   cultist	   has	   advantage	   on	   saving	     Fanatics	   are	   often	   part	   of	   a	   cult’s	   leadership,	   using	   
             throws	   against	   being	   charmed	   or	   frightened.	     their	   charisma	   and	   dogma	   to	   influence	   and	   prey	   on	   
                                                                   those	   of	   weak	   will.	   Most	   are	   interested	   in	   personal	   
             Actions	                                              power	   above	   all	   else.	   
                                                                   	   
             Scimitar.	   Melee	   Weapon	   Attack:	   +3	   to	   hit,	   reach	   5	   ft.,	   
             one	   creature.	   Hit:	   4	   (1d6	   +	   1)	   slashing	   damage.	     Druid	   
             	                                                     Medium	   humanoid	   (any	   race),	   any	   alignment	   
             Cultists	   swear	   allegiance	   to	   dark	   powers	   such	   as	     Armor	   Class	   11	   (16	   with	   barkskin)	   
             elemental	   princes,	   demon	   lords,	   or	   archdevils.	   Most	   
             conceal	   their	   loyalties	   to	   avoid	   being	   ostracized,	     Hit	   Points	   27	   (5d8	   +	   5)	   
             imprisoned,	   or	   executed	   for	   their	   beliefs.	   Unlike	   evil	     Speed	   30	   ft.	   








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