Aberrant Zealot (Tentacled)
Phandelver and Below: The Shattered Obelisk p. 181
- Size
- Medium
- Type
- aberration
- Alignment
- typically chaotic evil
- AC
- 16 (studded leather armor)
- Hit Points
- 93 (17d8+17)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +7, Cha +7
- Skills
- Perception +5
- 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
- Lineage
- Zealot
Traits
Proficiency Bonus
+3
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.
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.
recharge
D5
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
Void Warp (Recharge 5-6) (Bonus Action)
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.
recharge
D5
Spells
detect thoughts, minor illusion, arcane gate, hunger of hadar