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Cultist Fanatic

D&D 5e · 2024·Medium or Small Humanoid·Neutral

Armor class
13
Hit points
448d8 + 8
Challenge
2450 XP
Proficiency
+2Initiative +2

Speed 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score111412101413
Mod+0+2+1+0+2+1
Save+0+2+1+0+4+1
Skills
Religion +2, Deception +3, Persuasion +3
Gear
Holy Symbol, Leather Armor
Senses
Passive Perception 12
Languages
Common

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.

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Rules source: System Reference Document 5.2.1 ↗

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. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0