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    Cult Fanatic NPC Stat Block 5e: Running the Cult's Leader

    The Cult Fanatic is the 5e NPC stat block for a cult's leadership: the preacher in the cellar, the one who holds the knife during the ritual. It's a CR 2 Humanoid (450 XP) with AC 13 and 33 hit points in the 2014 rules, two dagger attacks per turn, and a 4th-level cleric's spell list built around Hold Person, Spiritual Weapon, Inflict Wounds and Command. Played well, it paralyzes one character and kills them with a critical hit the next turn. The 2024 version is renamed Cultist Fanatic, gets 44 hit points and a necrotic Pact Blade, and has its spells as daily uses.

    Table of Contents

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    Cult Fanatic Stat Block (2014)

    Cult Fanatic

    Medium humanoid (any race), any non-good alignment

    Armor Class 13 (leather armor)
    Hit Points 33 (6d8+6)
    Speed 30 ft.
    STR
    11 (+0)
    DEX
    14 (+2)
    CON
    12 (+1)
    INT
    10 (+0)
    WIS
    13 (+1)
    CHA
    14 (+2)
    Skills Deception +4, Persuasion +4, Religion +2
    Senses passive Perception 11
    Languages any one language (usually Common)
    Challenge 2 (XP 450; PB +2)

    Traits

    Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
    Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting 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

    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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Read the spell list before the attacks. The daggers (+4, 4 damage each) are what it does when it's out of better ideas. The real kit:

    • •Hold Person (3 second-level slots, DC 11): paralyzes a Humanoid.
    • •Inflict Wounds (4 first-level slots): melee spell attack at +3 for 3d10 necrotic, average 16.5.
    • •Spiritual Weapon: a bonus action that attacks for 1d8 + 1 force every turn for a minute, and in the 2014 rules it doesn't need concentration.
    • •Command and Shield of Faith round it out. Sacred Flame is its ranged cantrip (1d8 radiant, Dexterity save).

    Dark Devotion gives Advantage on saves against being charmed or frightened. A cult leader doesn't break when the paladin shouts at it.

    The Cultist Fanatic in the 2024 Rules

    Cultist Fanatic

    Medium or Small Humanoid, Neutral

    Armor Class 13
    Initiative +2 (12)
    Hit Points 44 (8d8 + 8)
    Speed 30 ft.
    STR
    11 (+0)save +0
    DEX
    14 (+2)save +2
    CON
    12 (+1)save +1
    INT
    10 (+0)save +0
    WIS
    14 (+2)save +4
    CHA
    13 (+1)save +1
    Skills Deception +3, Persuasion +3, Religion +2
    Gear Holy Symbol, Leather Armor
    Senses Passive Perception 12
    Languages Common
    Challenge 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 Each: Command
    • 1/Day Each: Hold Person

    Bonus Actions

    Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Cult Fanatic2024 Cultist Fanatic
    CR (XP)2 (450)2 (450)
    AC / HP13 / 3313 / 44
    Weapon attacksTwo daggers, +4, 4 (1d4 + 2) eachOne Pact Blade, +4, 6 (1d8 + 2) slashing + 7 (2d6) necrotic
    SpellsSlots: 4 first-level, 3 second-levelAt will: Light, Thaumaturgy. Command 2/day, Hold Person 1/day
    Spiritual Weapon2nd-level slot, no concentrationBonus action, 2/day, concentration
    Spell save DC / attack11 / +312 / +4
    Gone in 2024Inflict Wounds, Shield of Faith, Sacred Flame, Dark Devotion
    New in 2024Wisdom save proficiency (+4)

    The 2024 fanatic is tougher and hits harder with its weapon (13 damage on a Pact Blade hit against 4.5 for a 2014 dagger), but it runs out of tricks fast: one Hold Person per day, two Commands, two Spiritual Weapons. And 2024 Spiritual Weapon requires concentration, so it can't run Spiritual Weapon and Hold Person at the same time. Casting one ends the other.

    How the Cult Fanatic Fights

    2014: the paralyze-and-stab sequence. The order matters because of the 2014 rule that a creature casting a bonus action spell can only cast a cantrip with its action that turn.

    1. •Turn 1: Hold Person on the strongest melee character. DC 11 against a fighter with Wisdom +1: the fighter fails on a 9 or lower, 45% of the time.
    2. •Turn 2: If it worked, walk up and cast Inflict Wounds on the paralyzed target. The spell attack has Advantage, and any hit from within 5 feet is a critical hit: 6d10 necrotic, average 33. That drops most level 3 characters from full hit points. If Hold Person failed, cast Spiritual Weapon (bonus action) and attack with daggers.
    3. •Every turn after: Spiritual Weapon attacks as a bonus action (it doesn't need concentration in 2014), Hold Person stays up on its concentration, and the daggers or Inflict Wounds go wherever the paralysis is.

    That's the fight a cult fanatic should be. Without Hold Person landing it's a 33-hit-point cleric with a floating mace. With it, it's a character death.

    2024: one big moment. The 2024 fanatic has one Hold Person (DC 12, so a Wisdom +1 fighter fails half the time) and a solid weapon. Its best opening is Hold Person on whoever will reach it first, then Pact Blade against the paralyzed target next turn: Advantage, and a crit from 5 feet deals 2d8 + 2 slashing plus 4d6 necrotic, about 25 damage. If Hold Person fails or ends, switch to Spiritual Weapon (bonus action, concentration) plus Pact Blade every turn. Both attack at +4, hitting AC 16 on a 12 or higher (45%), for about 9 damage a round combined.

    Command is the escape button. "Flee" or "Grovel" on the character about to hit it, or "Drop" on the fighter's sword. In 2014 it costs a slot. In 2024 it's twice a day.

    Fight behind the faithful. A fanatic surrounded by cultists has a wall of bodies between it and the party. The cultists' job is to stall for two or three rounds while the fanatic casts. Put it on a raised altar, behind a railing, across a pit: anywhere the melee characters need a turn or two to reach.

    Concentration is its weak spot. Hold Person, Shield of Faith (2014) and Spiritual Weapon (2024) all use concentration. With a +1 Constitution save, any 10 damage or less forces a DC 10 save it fails 40% of the time.

    Running a Cult Fanatic Encounter

    A fanatic is a leader. Give it followers. Using the 2024 XP budget (SRD 5.2.1) for four characters:

    Party (4 characters)Moderate budgetExample
    Level 2600 XP1 cult fanatic + 6 cultists (600 XP)
    Level 3900 XP1 fanatic + 4 cultists + 1 acolyte + 1 thug (700 XP), or 2 fanatics (900 XP)
    Level 41,500 XP2 fanatics + 8 cultists (1,100 XP) plus a summoned threat from the ritual

    At level 2, a 2014 fanatic that lands Hold Person and Inflict Wounds can kill a character in two turns, so make that fight Low or Moderate, not High. The 2014 Dungeon Master's Guide guidelines (used by our encounter calculator) treat one fanatic plus six cultists as 600 XP × 2.5 for seven creatures = 1,500 effective XP: Deadly for four level 2 characters and Hard for level 3.

    Make the ritual the clock. The fanatic is the right boss for a "stop the ritual" scene: give the ritual a countdown (three rounds, five rounds), let the fanatic spend its turns finishing it, and let the party choose between killing cultists, disrupting the circle, or rushing the fanatic.

    How Players Beat a Cult Fanatic

    • •Rush it. AC 13 and 33 (2014) or 44 (2024) hit points. It doesn't last against focused fire, which is why it hides behind cultists.
    • •Break concentration. Any damage forces a Constitution save. Several small hits (Magic Missile darts, a cantrip and an attack) are better than one big one for knocking Hold Person off a friend.
    • •Raise Wisdom saves. Bless adds 1d4 to saves and helps against Hold Person and Command. Keep the fighter's Wisdom save in mind when choosing who leads the charge.
    • •Free the held. A paralyzed character repeats the save at the end of each of their turns. Killing the fanatic or breaking its concentration ends Hold Person immediately.
    • •Spells that struggle. 2014 Dark Devotion gives Advantage against charm and fear, so Charm Person is a poor pick. The 2024 fanatic has Wisdom +4, so Wisdom-save spells like Hold Person are weak against it. Target Dexterity (+2) or Strength (+0) instead: Entangle or a shove off the altar.

    Cult Fanatic Encounter Ideas

    The beloved preacher. A charismatic street preacher (Deception and Persuasion +4 in 2014) is recruiting the town's poor. Everything he says about the nobles is true. What he's recruiting them for is not. The party meets him socially twice before they ever see him with a dagger.

    The flooded chapel. A cult meets in a half-flooded crypt. The fanatic stands on the dry altar steps while six cultists wade toward the party through knee-deep water (difficult terrain). The ritual completes at the end of round four.

    Two fanatics, one throne. A cult has two fanatics competing for leadership. One offers the party information on the other in exchange for "removing a rival." Both will turn on the party the moment the rival is dead.

    When a cult runs across several sessions, Loreify can record them and keep track of which fanatics the party has met and what they said. For a named cult leader with a motive, try the NPC generator.

    Frequently Asked Questions

    What CR is a cult fanatic in 5e?

    CR 2 (450 XP) in both editions. The 2014 cult fanatic has AC 13 and 33 hit points. The 2024 Cultist Fanatic has AC 13 and 44 hit points.

    What spells does a cult fanatic have?

    In 2014: Light, Sacred Flame and Thaumaturgy at will, plus Command, Inflict Wounds and Shield of Faith (four 1st-level slots) and Hold Person and Spiritual Weapon (three 2nd-level slots). In 2024: Light and Thaumaturgy at will, Command twice a day, Hold Person once a day, and Spiritual Weapon twice a day as a bonus action.

    What's the difference between a cultist and a cult fanatic?

    A cultist is CR 1/8 with 9 hit points and one weapon attack. The cult fanatic is a CR 2 leader with cleric spells, more hit points and much higher damage. A cult usually has one fanatic for several cultists.

    Is the Cultist Fanatic the same as the Cult Fanatic?

    Yes. The 2024 SRD renamed the Cult Fanatic to Cultist Fanatic. It kept CR 2 and AC 13 but gained hit points, a Pact Blade with necrotic damage, and daily spell uses instead of slots.

    Can a cult fanatic use Hold Person and Spiritual Weapon together?

    In 2014, yes: Spiritual Weapon doesn't require concentration. In 2024, no: both spells require concentration, so casting one ends the other.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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