Kryx RPGThemesCreatures
Cult Fanatic

Cult Fanatic

Medium humanoid (any species)
Challenge
2

STR
0
DEX
2
CON
1
INT
0
WIS
1
CHA
2

33
6d8+6
15
Fort
+1
Ref
+2
Will
+2
Defense note leather

Speed 5 m.
Skills Deception +4 (15), Divinity +3 (14), Insight +1 (12), Perception +1 (12), Persuasion +4 (15)
Languages any one language (usually Common)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The cult fanatic uses Divinity (Cha) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): crimson blade, dancing lights, thaumaturgy

1 mana: command, inflict wounds, shield of faith

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Urbansrd

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9