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Aberrant Zealot

Aberrant Zealot Medium Aberration, typically Chaotic Evil 8 3,900 xp

  • Armor class 16 (studded leather armor)
  • Hit points 93 (17d8 + 17)
  • Speed 30 ft
  • STR 15 (+2)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 8 (-1)
  • CHA 19 (+4)

Save Throws: Dex +7, Cha +7

Skills: Perception +5

Damage Resistances: psychic

Condition Immunities: blinded, charmed, frightened, grappled, restrained

Senses: darkvision 60 ft., truesight 10 ft., passive Perception 15

Languages: Common, Deep Speech

Challenge: 8 (3,900 xp)

Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.


Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

(Tentacled only) Mind Blast (Recharge 5–6). The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of Hadar

Legendary Actions

Bonus Actions
Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.