Labyrinthine Recall. The zealot can perfectly recall any path he has traveled, and it is immune to the maze spell.
Brute. A melee weapon deals one extra die of its damage when the zealot hits with it (included in the attack).
Fanatical Focus (1/Day). The zealot rerolls a failed saving throw.
Rage beyond Death. The zealot has advantage on Strength checks and Strength saving throws. The zealot does not die from being reduced to 0 hit points. Instead, it continues fighting until it is knocked unconscious or it ends its turn without attacking a hostile creature.
Reckless. At the start of its turn, the zealot can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The zealot makes one Bite attack, one Gore attack, and one Greataxe attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the Zealot moved at least 10 feet straight towards the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Zealous Presence (1/Day). Up to ten other creatures within 60 feet of the zealot gain advantage on attack rolls and saving throws until the start of your next turn.
Previous Versions
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3/9/2023 10:22:00 PM
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13
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3
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Coming Soon
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5/16/2023 11:19:34 PM
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14
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2
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2
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Coming Soon
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