Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 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.
How many cult fanatics for a fight?
A cult fanatic is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many cult fanatics fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
1
1
3rd
1
2
3
4th
2
3
4
5th
4
6
9
6th
5
8
12
7th
6
11
12+
8th
8
12+
12+
9th
11
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the cult fanatic compares at CR 2
Against the 42 other challenge 2 monsters in the SRD 5.1, the cult fanatic has more hit points than 6 of them, which makes it one of the frailest at its CR. See every CR 2 monster.
Statistic
Cult Fanatic
CR 2 average
Armor Class
13
12.9
Hit points
33
47
Best attack bonus
+4
+5
2024 stat block: Cultist Fanatic
The 2024 Monster Manual revised the cult fanatic, and the SRD 5.2 carries the new stat block. What changed:
It’s called the Cultist Fanatic in the 2024 rules.
Hit points: 33 → 44.
Ability scores: WIS 13 → 14, CHA 14 → 13.
New in its stat block: Pact Blade and Spiritual Weapon.
Gone from it: Dark Devotion, Multiattack and Dagger.
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.