Cultist Fanatic

Medium or Small Humanoid, Any Alignment
Initiative +2 (12)
AC 13
HP 44 (8d8 +8)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
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.

Cultist fanatics lead small cults or cells within larger cults. They're privy to more of a cult's mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.
Monster Manual 2024
  1. DnD 2024 Monsters › Cultist Fanatic