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Cult Fanatic of the Iron Voice (Action Oriented) in Dungeons & Dragons 5e

Cult Fanatic of the Iron Voice (Action Oriented)

Medium humanoid, chaotic neutral
Armor Class 14
Hit Points 66
Speed 30ft

STR
11 0
DEX
14 +2
CON
12 +1
INT
10 0
WIS
14 +2
CHA
14 +2

Skills Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened.

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

Languages Common
Challenge 3

The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

The fanatic has following cleric spells prepared: At will: 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 target. Hit: 4 1d4+2 piercing damage. Spell Priority Phase 1 battle (capture): 1) Command: tells Eudora to approach; 2a) Hold person 2b) Sacred Flame Phase 2 battle (capture and kill): 1) Spiritual Weapon; 2a) Command (either Eudora to approach, or high priority target to grovel) 2b) sacred flame Phase 3 battle (maximum effort/damage): 1)Spiritual Weapon, 2) inflict wounds 2b) sacred flame  

Bonus Action:
Spiritual Weapon: if he has cast spiritual weapon, he will use the bonus action to attack with it

Command the Crowd: After a successful attack, the cult fanatic convinces a common to take his place, confusing enemies: until the beginning of the fanatic's next turn, any attacker targeting him must either change targets or make a wisdom saving throw (DC12). On a fail, they must change targets or loose the spell/attack  

Reaction:
  We Live Among You! : once per round after a Cultist gets hit, the Fanatic inspires them to a free Disengage into the crowd. The player may opposed Perception (or Insight) versus Deception to continue targeting them.  
Villain Actions:
Scatter!: The fanatic and all associated cultists immediately disengage, and scatter into the crowd in separate directions. 2-3 cultists will block the route of those taking Eurdora and her son, while another 2-3 will block to route the fanatic takes. The rest will disperse.

Triggers: capture Eudora Loys, or takes 20 HP damage or 4 cultists die.

Seize them!: 2 allies immediately grapple Eudora Loys and drag her 30 ft away, while 2 additional allies block anyone following

Trigger First round with allies adjacent to the quarry

Sacrifice For the Greater Good!: all remaining cultists make a movement action and a grapple action, while the fanatic runs away.

TriggerFinal stage of the battle when HP <20% (13HP)


 

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