Cultist Fanatic

Monster Manual (2025) p. 85

Size
Small
Type
humanoid
Alignment
neutral
AC
13
Initiative
2
Hit Points
44 (8d8+8)
Speed
walk 30 ft.
Saving Throws
Wis +4
Skills
Persuasion +3, Deception +3, Religion +2
Passive Perception
12
Languages
Common
Challenge
2
Lineage
Cultist
Environment
any
STR
11
+0
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
13
+1

Traits

Proficiency Bonus

+2

Gear

Holy Symbol, Leather Armor

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure. Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Size

Small, Medium

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
  • 1/day: Hold Person
  • 2/day: Command

Spiritual Weapon (2/Day) (Bonus Action)

The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

recharge

2/DAY

Spells

Light [5.5e], Thaumaturgy [5.5e], Hold Person [5.5e], Command [5.5e], Spiritual Weapon [5.5e]

Other data

description

Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.

Cultist Agendas:

1d6The Cultist Strives To...
1Bring about the end of a dominant order, an age, or the world.
2Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3Expand their faith through mind control or supernatural coercion.
4Make global changes, like sinking the land or awakening volcanoes.
5Remake life on a mass scale, altering other creatures' bodies or spiritual beings.
6Summon their deity or its herald, weapon, or realm into their world.

Occult Symbols: Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.

Cult Symbols:

1d10The Symbol Is... Depicted As...
1An alchemical sign A calendar or map
2An animal A crest or as heraldry
3A celestial body An elaborate diagram
4A deity's icon A metaphorical image
5An element A mystical being
6An eye Part of an equation
7A geometric shape A repeating pattern
8A letter or number A series of scratches
9Part of a monster A simple pictogram
10A skull A weapon or tool

Cult Members: Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.

Cultist Fanatic: Cultist fanatics lead small cults or cells within larger cults. They're privy to more of a cult's mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.