Cult Fanatic

Medium humanoid (any), any evil

Cult fanatics are the priests of the desperate. They have touched real power --- mana drawn from ley lines tainted by Void energy, or channeled through pacts with entities that should not be bargained with. They lead rituals, convert the desperate, and serve as lieutenants to more powerful cult leaders. Their magic is crude but effective, and their willingness to die for their cause makes them unpredictable in a fight. Many cult fanatics were once legitimate clerics or hedge-mages who lost their faith in the gods and found something else to believe in.

Armor Class:13 (leather armor)
Hit Points:39 (6d8 + 12)
Speed:30 ft
Challenge:CR 2
STR
11 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws:WIS +4
Skills:Deception +4, Persuasion +4, Religion +2
Senses:Passive Perception 12

Traits

Dark Devotion. Advantage on saving throws against being charmed or frightened.
Fanatical Resolve. When the cult fanatic is reduced to 0 HP for the first time, it drops to 1 HP instead (once per long rest).

Spellcasting

Mana Pool: 14
Spell Save DC: 12
Casting Ability: WIS

Spells Known: *Toll the Dead* (cantrip), *Sacred Flame* (cantrip), *Command* (Tier 1, 2 mana), *Inflict Wounds* (Tier 1, 2 mana), *Hold Person* (Tier 2, 3 mana), *Spiritual Weapon* (Tier 2, 3 mana)

Actions

Dagger. Melee or Ranged: +4 to hit, reach 5 ft or range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.
Cast a Spell. The cult fanatic casts one of its known spells.