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Fanattico di Setta

Da D&D Next.
Versione del 3 lug 2026 alle 08:21 di Admin (discussione | contributi) (Import Monsters_batch1: Cult Fanatic)
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      1. Cult Fanatic
  • Medium humanoid (any race), any non-good alignment*

Armor Class 13 (leather armor)

Hit Points 33 (6d8 + 6)

Speed 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |

Skills Deception +4, Persuasion +4, Religion +2

Senses passive Perception 11

Languages any one language (usually Common)

Challenge 2 (450 XP)

  • Dark Devotion*. The fanatic has advantage on saving throws against being charmed or frightened.
  • Spellcasting*. 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:

Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *command*, *inflict wounds*, *shield of faith* 2nd level (3 slots): *hold person*, *spiritual weapon*

            1. Actions
  • 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. *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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.