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Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. To post a comment, please or a new account.
- cult leader - Search - D&D Beyond
The leader is a Dark Tide knight mounted on a giant...
- cult leader - Search - D&D Beyond
A cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult’s goals are met.
Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion: The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting: The fanatic is a 4th-level spellcaster.
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
The leader is a Dark Tide knight mounted on a giant crocodile. See chapter 7 for the cultists’ statistics.
Cult Fanatics in 5e DnD have minions (regular cultists), exciting lore, a motive to do evil, need funds for the cult, and often have beasts, demons, or familiars to aid them in battle. So here are a couple of story hooks and ideas for your encounter.