Beyond Death (2/Day). When the zealot is reduced to 0 hit points by any attack that isn't a critical hit, and the zealot is not killed outright, it can choose to fall to 1 hit point instead.
Legendary Resistance (3/Day). When the zealot fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The zealot makes two attack with Dawn Star.
Dawn Star. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 7(2d6) radiant damage. Additionally, if the target is a creature, it must succeed on a DC 10 Charisma saving throw or begin shedding bright light in a 10 foot radius and dim light for 10 feet beyond that. The glowing light grants advantage on attack rolls against the target, and it lasts until the start of the target's next turn. This is a magical weapon.
Description
Zealots are those from uncivilised tribes whose sheer force of will has garnered them the attention of gods, good or evil. Powered by holy (or unholy) energy, zealots lead their tribes to glory, often armed with powerful magic weapons that bolster the resolve of their allies.
Previous Versions
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11/1/2023 4:53:56 PM
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3
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1
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Coming Soon
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