Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (Unarmored Defense)
Hit Points 42 (5d8 + 20)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +5, CON +6
Skills Acrobatics +4, Athletics +5, Perception +2, Religion +2
Senses Passive Perception 12
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Warrior of the Gods. If a spell, such as Raise Dead, has the sole effect of restoring the zealot to life (but not undeath), the caster doesn't need material components to cast the spell on the zealot.

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.

Danger Sens. The zealot has advantage on Dexterity saving throws against effects that it can see, such as traps and spells, provided it isn't blinded, deafened, or incapacitated.

Unarmored Defense. While the zealot is wearing no armor and wielding no shield, its AC includes its Constitution modifier.

Actions

Multiattack. The berserker makes two attacks with its greataxe or its javelin.

Greataxe. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5) slashing damage if raging.

Javelin. Ranged Weapon Attack : +6 to hit, range 30/120 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Rage (3/Long Rest). The zealot enters a rage. While raging, the zealot gains the following benefits if it isn't wearing heavy armor:

  • It has advantage on all Strength checks and Strength saving throws.
  • When it makes a melee weapon attack using Strength, it gains a (+2) bonus to the damage roll (included in the attack).
  • The first creature the zealot hits on each of it's turns with a weapon attack takes an extra 6 (1d6 + 3) radiant or necrotic damage (not included in the attacks).
  • It gains resistance to bludgeoning, piercing, and slashing damage.

The rage lasts for 1 minute, or until the zealot is knocked unconscious or ends it's turn without having attacked an hostile creature or taken damage. It can also end the Rage as a bonus action.

Description

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.

DCR 1 - OCR 6

Round 1 : Rage > Multiattack with reckless attack

Round 2 & 3 : Multiattack with reckless attack

_Lucanoptek_

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