Medium Humanoid, Chaotic Neutral
Armor Class 11 Quilted armour
Hit Points 12 (2d10 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +3
Skills Religion +1, Survival +2
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Communal Training: While at least two Crusader Zealots are within 5ft of each other, they have advantage on a single CON save each turn.

Zeal: This creature can add double its WIS modifier to WIS saving throws.

Actions

Bill Hook: 5ft/10ft range, +3 to hit, 1D6+1/1D8+1 Piercing or Slashing damage.

Unarmed Strike: 5ft range, +3 to hit, 2 Bludgeoning damage.

Description

Militant cults recruit a wealth of largely untrained, over-eager volunteers to fight against the cults many enemies. These enthusiastic civilian soldiers go off on grandiose crusades armed with weaponised farming tools and patchwork armour. Their lack of proper training quickly shows through against skilled opponents but their weight of numbers is ideally so large that at least one of the angry mob will land a killing blow. When a mob of zealots forms, they initially begin under the banner of a single leader but it isn't uncommon for mobs of similarly aligned zealots to mob together in a heaving mass of pitchforks and torches.

Previous Versions

Name Date Modified Views Adds Version Actions
1/19/2022 10:26:48 PM
3
0
1
Coming Soon
1/19/2022 10:32:08 PM
3
0
1
Coming Soon
ByzantiaDev

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