Page 346 - Monster Manual [11th Print]
P. 346

C O MMONER                                        CULT F A NATIC
            Medium humanoid (any race), any alignment         Medium humanoid (any race), any non-good alignment
            Armor Class 10                                   Armor Class 13  (leather armor)
            Hit Points 4 (ld8)                                Hit Points 33 (6d8 + 6)
           Speed 30 ft.                                      Speed 30 ft.
              STR    DEX    CON     INT    WIS    CHA           STR    DEX    CON     INT    WIS    CHA
             1 0   (+O)   10 (+O)   1 0   (+O)   10 (+0)   10 (+O)   10 (+O)   11  (+O)   14 (+2)   12 (+l)   10 (+O)   13  (+1)   14 (+2)
           Senses passive Perception l 0                     Skills Deception +4, Persuasion +4, Religion +2
                                                                                 1
            Languages any one language (usually Common)      Senses passive Perception  1
           Challenge 0  (10 XP)                              Languages any  n e   language (usually Common)
                                                                        o
                                                             Challenge 2 (450 XP)
              T
           AC I O  N S
                                                             Dark Devotion. The fanatic has advantage on saving throws
           Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.   against being charmed or frightened.
            Hit: 2 (ld4) bludgeoning damage.
                                                             Spellcasting. The fanatic is a 4th-level spellcaster. Its
           Commoners include peasants, serfs, slaves, servants,   spellcasting ability is Wisdom (spell save DC  1 ,   +3 to hit
                                                                                              1
           pilgrims, merchants, artisans, and hermits.       with spell attacks). The fanatic has the following cleric
                                                             spells prepared:
            CULTIST                                          Cantrips (at will): light, sacred flame, thaumaturgy
            Medium humanoid (any race), any non-good alignment   1 s t level (4 slots): command, inflict wounds, shield o f  f a ith
                                                             2nd level (3 slots): hold person, spiritual weapon
           Armor Class 12  (leather armor)
                                                                T
           H i t Points 9 (2d8)                              AC I O  N S
           Speed 30 ft.
                                                             Multiattack. The fanatic makes two melee attacks.
              STR    DEX    CON     INT    WIS    CHA        Dagger. Melee or Ranged Weapon Attack: +4 to
            1 1   (+O)   1 2   (+l)   10 (+O)   10 (+O)   11  (+O)   10 (+O)   hit, reach 5 ft. or range 20/60 ft., one creature.
                                                             Hit: 4 (ld4 + 2) piercing damage.
           Skills Deception +2, Religion +2
           Senses passive Perception 10                      Fanatics are often part of a cult's
           Languages any one language (usually Common)       leadership, using their
           Challenge 1/8 (25 XP)                             charisma and dogma to
                                                             influence and prey on
                                                             those of weak will.
           Dark Devotion. The cultist has advantage on saving throws   Most are interested
           against being charmed or frightened.
                                                             in personal power
              T
           AC I O  N S                                       above all else.
           Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
           creature. Hit: 4 (ld6 + l) slashing damage.
           Cultists swear allegiance to dark powers such as
           elemental princes, demon lords, or archdevils. Most
           conceal their loyalties to avoid being ostracized,
           imprisoned, or executed for their beliefs. Unlike evil
           acolytes, cultists often show signs of insanity in their
           beliefs and practices.




                                                       CULT  FANATIC
















                                                                                                                31·5
   341   342   343   344   345   346   347   348   349   350   351