Aberrant Zealot (Tentacled)

Phandelver and Below: The Shattered Obelisk p. 181

Tamaño
Medium
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
FUE
15
+2
DES
18
+4
CON
12
+1
INT
13
+1
SAB
8
−1
CAR
19
+4

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.

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

Conjuros

detect thoughts, minor illusion, arcane gate, hunger of hadar

Otros datos

ancestry

Zealot

description

sortname

Zealot, Aberrant