Medium Humanoid (Dwarf, Elf, Half-Elf, Human), Lawful Good
Armor Class 15 (chain shirt, steel mask)
Hit Points 31 (5d8 + 1)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws CON +5, CHA +6
Skills Persuasion +2, Religion +2
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Passive Perception 12
Languages Common, any language the individual Zealot knows
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Zealots normally only use one of the weapons mentioned in the actions and not all of them.
The Zealot might use its holy symbol to cast abilities during combat, however Crossbow Zealots don't have these abilities.


At will
Pray
30ft An emblem shield Zealot can pray as an action to gain 1d4 charges of Faith per turn and increase all nearby Zealots AC by the dice value.
Test of faith An emblem shield Zealot can use its action to heal a 30 ft circle of units by the value of its charges. It can use at most 15 charges in one action.
Fanaticism
 The Zealot can use its additional action to attack again an enemy, however if it misses the next turn wont have movement and it will have -8 AC
Tear The Zealot can decide to attack the armor or equipment of its enemy, damaging it for half the value instead of the enemy.
Overwhelming odds If Zealots round up an enemy by 4 each attack will have +1 to hit counting by the first one (max +4), this resets each round.

3/short rest
Sin grip 80ft, DC CON 15. Channeling. Spiked Chain Zealots can throw their chain as a hook, grappling the target soul and moving it to their direction 10 ft per turn. Every turn begging the grappled enemy can try to free itself with a STR 15 save, and every Zealot turn as an action he can try to push it harder doing a caster STR+4 vs enemy CON, if it success it moves it an extra 10 ft, if it fails for more than 9 the enemy frees itself.
Guardian angel The Emblem Shield Zealot can use its shield as an action to cover himself and all creatures within 15ft round of him to add resistance to all types of magical damage.
Smite 40ft A Zealot can use its action to unload all its charges as radiant damage to an enemy creature. 16 CHA save to make the damage only half

1/each day
Holy strike The zealot enchants its weapon making the next attack (if hits) add 1d4 radiant damage and puts the attacked enemy on Blinded condition.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludegoing damage.
Spiked Chain Melee Weapon attack: +3 to hit, reach 15ft., multiple target on same spot. Hit 2(1d4+1) slashing damage.
Crossbow Ranged weapon attack, +3 to hit, reach 200ft., one target. Hit: 6(1d8+1) piercing damage.
Emblem Shield +3 AC, tower shield, +3 to hit, can be used to push an enemy 5ft away.
It also adds resistance to all types of magic excepting for radiant.

Reactions

Penitence: If the Zealot missed an attack and was attacked in that round he can grab its holy simbol as a reaction to make 1d4 radiant damage to itself, adding 4 radiant damage or +2 to hit to its next attack
Purity of will: 100ft and must have seen it. If an enemy has used an offensive spell that the Zealot cant do he will have advantage on attacks and saving rolls have against that enemy until the next round. This uses a reaction for one enemy
Redemption 50ft if an Emblem Shield Zealot presences an enemy creature suffering damage it will can use its reaction to gain 1 charge of Faith

Description

Zealots are fanatic members of a cult that consider impure all form of demonic power, including even cursed races such as Changelings or Tieflings. They are very used to self injury and even have techniques based on that.

Monster Tags: NPChumanoid

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Warants322

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