CREATURE 6
Perception +14; darkvision, sense apostate, lifesense 60 feet
Languages Common, Necril, one regional language
Skills Acrobatics +14, Intimidation +14, Religion +12, Stealth +16, Vreitaistian Lore +12
Str -5 Dex +4 Con +0 Int +2 Wis +2 Cha +4
Sense Apostate (detection, divination, divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense.
AC 22; Fort +10, Ref +14, Will +16
HP 75, negative healing; Immunities poison, precision, death effects, disease, paralyzed, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance against non-magical)
Anathematic Aversion (emotion, fear, mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later. Critical Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot's hand of despair deals one additional damage die against priests of the creature's former faith.Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith.Failure The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn.Critical Failure As failure, but frightened 2.
Elegy of the Faithless (abjuration, divine, mental) Trigger A divine spell is cast within 30 feet of the abandoned zealot; Effect The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell.
Speed fly 40 feet
Melee hand of despair +16 (finesse, magical), Damage 2d10+4 negative plus rend faith
Divine Innate Spells DC 24; 6th zealous conviction (self only); 4th crisis of faith
Rend Faith When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.
Bestiary 3, page 8.
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