Knight of the Black Sword

Icewind Dale: Rime of the Frostmaiden p. 259

Size
Medium
Type
humanoid (any race)
Alignment
Any Non-Good Alignment
AC
13 (leather armor)
Hit Points
33 (6d8+6)
Speed
walk 30 ft.
Skills
Deception +4, Persuasion +4, Religion +2
Passive Perception
11
Languages
Common, Infernal
Challenge
2
STR
11
+0
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
13
+1
CHA
14
+2

Traits

Dark Devotion

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

Icy Doom

When the cultist dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

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 target. Hit: 4 (1d4 + 2) piercing damage.

Spells

light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon

Spell Slots

0,4,3

Other data

description

Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.