Aberrant Zealot
Phandelver and Below: The Shattered Obelisk p. 203
- Tamaño
- Mediano
- Tipo
- aberration
- Alineamiento
- typically chaotic evil
- CA
- 16 (studded leather armor)
- Puntos de golpe
- 93 (17d8+17)
- Velocidad
- walk 30 ft.
- Salvaciones
- Dex +7, Cha +7
- Habilidades
- Perception +5
- Resistencias
- psychic
- Inmunidad a estados
- blinded, charmed, frightened, grappled, restrained
- Sentidos
- darkvision 60 ft., truesight 10 ft.
- Percepción pasiva
- 15
- Idiomas
- Common, Deep Speech
- Desafío
- 8
- Linaje
- Zealot
Rasgos
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.
Acciones
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.
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
Conjuros
detect thoughts, minor illusion, arcane gate, hunger of hadar