Medium Humanoid (Human), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 22)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Deception +4, Perception +6, Persuasion +4, Religion +2
Senses Darkvision 60ft, Passive Perception 16
Languages Common, Telepathy 120ft +1 other
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Dark Devotion. The zealot has advantage on saving throws against being charmed or frightened.

Spellcasting. The zealot is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The zealot 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 zealot makes two melee attacks, or uses two eye rays.

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.

Eye Rays. The zealot shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 14 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Whenever a beholder enslaves sentient humanoids, the humanoids' warped mind begins to view the beholder as a deity or power to be devoted to, often times to the extent of forming cults.

Amongst those followers, the most devote can often be transformed by the reality-warping thoughts of the beholder to take on a more pleasing appearance by changing the heads to resemble something akin to a spectator's head. The eyes merge into one large eye, hair becomes long stalks ending in eyes, and (depending on the beholder's appearance) scales or bony plates may grow across the body.

This transformation endows the zealots with the power to emit eye rays, increases their mental faculties and grants them telepathic communication. This is often viewed as the greatest blessing one can receive, reserved for those who have important callings to fulfill for their master. 

Cult of the Eye zealots provide leadership to the followers of the beholder, and are often encountered in groups of minions, since the telepathic to the beholder allows them to relay commands. They typically prefer to hang back and pepper any assailants with eye-rays while the minions fight, but can defend themselves with prepared spells and physical attacks if the need arises. 

Monster Tags: NPCabberationhumanoid

Habitat: UnderdarkUrban

Alloran0987

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