Hardened Shields. The Zealot gains 5 temporary hit points at the start of its turn if it has at least 1 hit point. While it has these hitpoints, it takes 3 less damage from all sources. This reduction is increased to 6 for damage from spells or other magical effects.
Constructed Nature. The Zealot does not require food, air, or rest. It cannot regain hitpoints naturally, nor can it benefit from healing magic. The Zealot may regain hitpoints if at least one creature who has proficiency with it spends 2 hours repairing it with Smith's tools. At the end of this period, the Zealot regains 3d12 + 7 + The creature's arcana bonus hitpoints, plus 3d12 for each additional creature who repaired it for this duration. A mending spell cast on the Zealot instantly restores 2d4 hitpoints for it, to a maximum of 25 hitpoints every 24 hours.
Unified Consciousness. The Zealot can communicate telepathically with other Zealots or Purgitors within 90 ft. of itself. Additionally, for each Zealot or Purgitor within that radius, it gains a +1 to all Wisdom, Intelligence, and Charisma checks and saving throws, to a maximum of 5.
Multiattack. The Zealot makes two Energy Blade attacks.
Kinetic Blast. Ranged Weapon Attack: +5 to hit, range 120/240 ft., one target. Hit: 16 (4d6 + 2) Radiant damage.
Energy Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Radiant Damage.
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