All Consuming Obssession: The zealot has advantage on saving throws against being charmed or frightened, and can take the dash action as a bonus action.
Relentless (Recharges after a Short or Long Rest). If the zealot takes 10 damage or less that would reduce it to 0 hit points, they are reduced to 1 hit point instead.
Multiattack. The Zealot Makes two melee attacks.
Maul. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d12 + 1) slashing damage.
Description
Zealots are the most obsessive and fanatical members of their faiths, viciously devoted to the destruction of all that does not meet their exacting, and frequently impossible, standards. When they lash out at what they are convinced is their unholy enemy, they do so with reckless determination and horrifying speed.
All religions spawn some zealots, as souls desperate for purpose or belonging latch onto blind hatred and fanaticism, but zealots are an embarassment and a failure for neutral or good religions, a perversion of more benevolent ideals. Evil faiths, or the most corrupt or wayward members of good or evil faiths often encourage zealots, seeing them as admirable warriors of faith and/or useful tools for disposing of their enemies.







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