Medium Humanoid (Elf), Lawful Evil
Armor Class 19 (chain mail +1, sentinel shield)
Hit Points 98 (13d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
13 (+1)
INT
8 (-1)
WIS
16 (+3)
CHA
20 (+5)
Skills Medicine +7, Persuasion +3, Religion +5
Senses Darkvision 60ft, Passive Perception 13
Languages Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fey ancestry. Zeal Everist has advantage on saving throws against the charmed condition, and magic cannot put her to sleep.

Tokmor Council member (6/day). When Zeal Everist dies in Tokmor City, she can choose to resurrect into a clone of her choosing within the bounds of Tokmor. If she does so, she returns with full hitpoints and regains 2 spellslots of 3rd level or less, or regains a use of her Channel Divinity.

Sentinel Shield. Zeal Everist has advantage on initiative rolls and perception checks.

Spellcasting. Zeal is a 15th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +5 to hit with spell attacks). She has the following cleric spells prepared:

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

1st level (4 slots): cure wounds, guiding bolt, sanctuaryinflict woundsWitch Bolt

2nd level (3 slots): lesser restoration, spiritual weapon

3rd level (3 slots): dispel magic, spirit guardiansFireball

4th level (3 slots): DivinationLocate creature

5th level (2 slots): Raise dead

Zeal has an additional 6th level, 7th level and 8th level spell slot for casting spells at higher level.

Metamagic. Zeal has 5 sorcery points. When Zeal Everist casts a spell, she can choose to expend these points to:
(1 point): Double the spell range (or increase the range of a spell with range of touch to 30ft)
(3 points) Cause one target rolling a saving throw against her spell to roll with disadvantage
(1 point per spell level) Twin a single target spell, causing it to affect a second target.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Channel Divinity (3/short rest). Zeal can either Turn Undead, causing all undead creatures who fail a Wisdom saving throw (DC17) to flee from her presence, or be destroyed if they fail the save by more than 10. Or she can cause a burst of light to cause 2d10 radiant damage to all creatures within 30ft that fail a CON save of DC17, causing half damage on a successful save. Those who fail the CON save are blinded until the end of their next turn.

Reactions

Warding flare. When a creature attacks Zeal Everist, she can use her reaction to cast light into the creature's eyes, causing it to roll its next attack against her at disadvantage. The creature must rely on sight for Zeal to use this ability.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2024 1:08:44 AM
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8/4/2024 2:59:15 AM
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Monster Tags: NPC

Habitat: Urban

Caethir

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