Armor Class
10
Hit Points
5
(1d8)
Speed
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
WIS +2
Skills
Deception +2, Persuasion +2, Religion +2
Senses
Passive Perception 10
Languages
any language (usually common)
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Devotion. The zealot has advantage on saving throws against being charmed or frightened.
Insanity Resistance. The zealot isn't affected by the confusion.
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
Description
These people often live on the streets. Some are cultists, some aren't. They will never stray from whatever doctrine they subscribe to.







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