rpg—rules

monster

Cultist Fanatic

Medium or Small Humanoid, Neutral

Armor Class
13
Hit Points
44 (8d8 + 8)
Challenge rating
2
CHA
13 (+1)
CON
12 (+1)
DEX
14 (+2)
INT
10 (+0)
STR
11 (+0)
WIS
14 (+2)

Medium or Small Humanoid, Neutral

AC 13 · Initiative +2 (12)

HP 44 (8d8 + 8)

Speed 30 ft.

Ability Score 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):

Bonus Actions

Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

Source · SRD 5.2.1 · page 278