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Abandoned ZealotCreature 6


CEMediumIncorporealSpiritUndead
Source Pathfinder Bestiary 3
Perception +14 (darkvision, lifesense 60 feet, sense apostate)
Languages Common, Necril, One Regional Language
Skills Acrobatics +14, Lore +12, Intimidation +14, Religion +12, Stealth +16
Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +4

AC 22; Fort +10; Reflex +14; Will +16; +1 status to all saves vs. divine and positive
HP 75 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Hand of Despair One Action +16 (+11, +6) to hit (finesse, magical) 2d10+4 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Sense Apostate 500 feet (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.

+1 Status to all Saves vs. Divine and PositiveNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

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 Reaction (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 a higher DC 24 will if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell.

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.


Divine Innate Spells (DC 24, +16 to hit)

3rd Level: Crisis of Faith
6th Level: Zealous Conviction (Self Only)


Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable-yet ultimately pathetic-foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and anguished weeping.

Abandoned zealots are most commonly associated with the church of Razmir, which upholds a mortal wizard as a god-a truth unknown to most worshippers. However, abandoned zealots might arise from a true religion if they've been misled about that faith's true tenets or aims. This situation could easily result from the cruel schemes and predations of sinister beings, such as shrine skelms and the blasphemous devils known as deimaviggas.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.