| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +6 |
| DEX | 14 | +2 | +6 |
| CON | 12 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +2 |
| WIS | 11 | +0 | +2 |
| CHA | 13 | +1 | +4 |
Fanatical Devotion. The zealot has advantage on saving throws against being charmed or frightened. When reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead (once per long rest).
Obsidian Blade. The zealot’s weapons are jagged and black, dealing an extra 3 (1d6) necrotic damage on a hit.
Zealous Frenzy (Recharge 5–6). When the zealot drops an enemy to 0 hit points, it can immediately make one melee attack as a bonus action.
Multiattack. The zealot makes two melee attacks.
Obsidian Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) necrotic damage.
Throwing Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target.
Hit: 4 (1d6 + 2) piercing damage.
Dark Chant (1/Day). The zealot utters a blasphemous phrase in the tongue of the Hand. Each ally cultist within 30 ft. gains advantage on their next attack roll before the end of their next turn.
Description
Fanatical warriors of the Black Hand cult, these zealots wield obsidian-and-bone blades said to thirst for mortal blood. Their devotion borders on madness, and they gladly die to protect their leaders or fuel the Hand’s unholy rituals.
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