{"name":"Cult Fanatic of the Iron Voice (Action Oriented)","cr":"3","types":"Humanoid","size":"Medium","languages":"Common","alignment":"Chaotic Neutral","description":"","suggestedenvironment":"","ac":"14","hitpoints":"66","strength":"11","dexterity":"14","constitution":"12","intelligence":"10","wisdom":"14","charisma":"14","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"","skills":"[b]Dark Devotion:[\/b] The cultist has advantage on saving throws against being charmed or frightened.[p]Skills Deception +4, Persuasion +4, Religion +2\r\n\r\n","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). [p] The fanatic has following cleric spells prepared:\r\nAt will: Cantrips (at will): light, sacred flame, thaumaturgy[p]\r\n1st level (4 slots): command, inflict wounds, shield of faith[p]\r\n2nd level (3 slots): hold person, spiritual weapon[p]\r\n\r\n\r\n","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"","actions":"[b]Multiattack[\/b]: The fanatic makes two melee attacks.\r\n[i]Dagger[\/i]: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20\/60 ft., one target. Hit: 4 1d4+2 piercing damage.\r\n[b]Spell Priority[\/b]\r\n[i]Phase 1 battle (capture)[\/i]: 1) Command: tells Eudora to approach; 2a) Hold person 2b) Sacred Flame\r\n[i]Phase 2 battle (capture and kill)[\/i]: 1) Spiritual Weapon; 2a) Command (either Eudora to approach, or high priority target to grovel) 2b) sacred flame\r\n[i]Phase 3 battle (maximum effort\/damage)[\/i]: 1)Spiritual Weapon, 2) inflict wounds 2b) sacred flame\r\n\r\n[h4]Bonus Action:[\/h4]\r\n[b]Spiritual Weapon[\/b]: if he has cast spiritual weapon, he will use the bonus action to attack with it[p]\r\n[b]Command the Crowd[\/b]: 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 \r\n\r\n[h4]Reaction:[\/h4]\r\n\r\n[b]We Live Among You![\/b] : 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. \r\n\r\n[h4]Villain Actions:[\/h4]\r\n[b]Scatter![\/b]: 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. [p]\r\n[i]Triggers:[\/i] capture Eudora Loys, or takes 20 HP damage or 4 cultists die. [p]\r\n[b]Seize them![\/b]: 2 allies immediately grapple Eudora Loys and drag her 30 ft away, while 2 additional allies block anyone following[p]\r\n[i]Trigger[\/i] First round with allies adjacent to the quarry[p]\r\n[b]Sacrifice For the Greater Good![\/b]: all remaining cultists make a movement action and a grapple action, while the fanatic runs away. [p]\r\n[i]Trigger[\/i]Final stage of the battle when HP <20% (13HP)","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"cult, action oriented, homebrew","templateId":"21","blockId":"325953","isShared":"on"}