Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The zealot has advantage on saving throws against being charmed or frightened.

Spellcasting. The zealot is a 2th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The zealot has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): command, inflict wounds, grease

 

Actions

Summon Swarm. Once per day a zealot can summon two of the same swarm monster type creatures below CR 1 .  

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Description

Zealots are often part of a cult's hierarchy and sit below fanatic's, often caring little for there fellow members they strive only to achieve their cults goals with the help of there summons to get the job done.

Monster Tags: NPC

Habitat: Urban

PlaytimeMadness

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