Brutal Critical. When the zealot scores a critical hit with a melee weapon attack, he rolls an additional damage die when determining the extra damage for a critical hit. Additionally, when the zealot scores a critical hit that deals slashing damage to a creature, he grievously wounds it. Until the start of his next turn, the target has disadvantage on all attack rolls.
Danger Sense. The zealot gains advantage on Strength and Dexterity Savings Throws.
Fanatical Focus (1/Day). If the zealot fails a saving throw, it can reroll it.
Reckless Attack. At the start of its turn, the zealot 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.
Rage Beyond Death. While raging, having 0 hit points doesn't knock the zealot unconcious. The zealot can not die while he is raging. His rage will end after 1 minute. It ends early if he is knocked Unconcious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn.
Multiattack. The zealot can attack twice with his weapon is in battleaxe form, or three time when it is in hand axe form.
Indulgence (Battleaxe). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage and (1/turn) 6 (1d6 + 3) necrotic damage.
Indulgence (Hand Axe). Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage and (1/turn) 6 (1d6 + 3) necrotic damage.
Indulgence (Hand Axe). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (1d6 + 7) slashing damage and (1/turn) 6 (1d6 + 3) necrotic damage.
Retaliation. In response to being hit with a melee attack, the zealot can make one melee weapon attack with advantage against the attacker.
Description
Devout zealot of the God of Slaughter, Mogis. Wielding Indulgence, the cursed axe of shadow and blood.
Lair and Lair Actions
Thornhold Keep has been twisted into a vile altar to Mogis through untold bloodshed. Using his cursed axe the zealot can make use of blood and shadow amidst the battlefield.
Lair Actions
On initiative count 20 (losing initiative ties), the zealot takes a lair action to cause one of the following effects; the zealot can’t use the same effect two rounds in a row:
- Slash the shadow from a creature in the room, turning it into a Shadow Mastiff. Once the Shadow Mastiff is destroyed the shadow returns to its previous owner and is immune to the ability for 24 hours.
- Call a Shadow Mastiff back to him that has successfully attacked a creature, absorbing the blood into his body and regaining hit points equal to the damage dealt.







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