Free interactive D&D 5e SRD stat block

Cultist Fanatic

Medium Humanoid, CR 2, AC 13, 44 HP. Neutral.

Medium Humanoid, Neutral

AC
13
Initiative
+2 (12)
HP
44 (8d8+8)
Speed
30 ft.
ScoreModSave
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
Senses
Passive Perception 12
Languages
Common
CR
2 (XP 450; PB +2)
Gear
Holy Symbol, Leather Armor

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.

How to run Cultist Fanatic

A cultist fanatic is the priest of a cell, not a footsoldier. Run them as the voice of the encounter, the one who keeps shouting scripture while regular cultists bleed for them. Mechanically they are a half-caster with a Pact Blade, which means they can hit at melee range, project a Spiritual Weapon at distance, and disable a key PC with Hold Person or Command. That is enough levers to matter at CR 2 if you sequence them well.

Open turn one with Spiritual Weapon as a bonus action, summoning the spectral force somewhere the party cannot easily ignore, then cast Command on the front-line tank. "Drop" or "flee" both buy a round of repositioning for the rest of the cell. Turn two, lead with Hold Person on the heaviest single threat, then Pact Blade. The Pact Blade hits at +4 for 6 slashing plus 7 necrotic, and a paralyzed target eats auto-crits from any ally inside 5 feet. The fanatic should be standing next to the orcs, not in front of them.

After Hold Person is spent, the fanatic falls back on Command 2/Day plus Spiritual Weapon as a bonus action every round it is up. Spiritual Weapon does not require concentration, so it stays even if the fanatic gets hit. Concentration on Hold Person, however, is fragile at AC 13 and 44 HP. The party will break it. Plan for the fight to last three or four rounds, not eight.

A fanatic does not surrender. The conviction is the whole character. At low HP they should be screaming a final invocation, swinging the Pact Blade at whoever silenced their spell, and refusing healing the party offers in exchange for information. If the party wants the cell's secrets, they need to take prisoners earlier.

Give the fanatic a name and a single repeated line of doctrine. The party should remember the words, not the stat block.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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