Firearms Knowledge. The zealots mastery of its weapons enables it to ignore the loading property of any firearm.
Blaze of Glory. When the zealot drops to 0 hit points it explodes. All creatures within 10 feet of the zealot must make a DC 15 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save or half as much on a success.
Multiattack. The zealot makes two attacks with its Hand Cannon or one attack each with its Firespreader and Hand Cannon.
Hand Cannon. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 24 (3d12 + 4) thunder damage.
Holy Firespreader. The zealot lets out a plume of scarlet fire from a compartment in its armor, burning a 20 foot cone in front of it. Each creature within the area must make a DC 15 Dexterity saving throw, taking 14 (3d8) radiant damage on a failed save or half as much on a success.
Propelled Movement (Recharge 5–6). The zealot propels itself with thrusters in its suit. It gains a flight speed equal to its walking speed until the end of its turn. If it ends this movement in the air, it falls unless something holds it aloft
Return Fire. In response to being damaged by a creature within 40ft that it can see, the zealot makes one Hand Cannon attack, targeting the creature that damaged it.
Description
[Based loosely off of Warhammer 40,000 and DOOM Eternal]
These heavily armored soldiers massacre hundreds on the battlefield, technology bestowed upon them by greater powers.
Previous Versions
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9/26/2022 2:11:18 PM
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7
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1
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10/17/2022 4:15:29 PM
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10
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0
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2
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Coming Soon
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