ZealbornCreature 12
Source Pathfinder #161: Belly of the Black Whale
Perception +23 (darkvision)
Languages Common, Necril
Skills Athletics +25, Deception +25, Diplomacy +27, Society +19, Stealth +22
Str +5, Dex +4, Con +0, Int +1, Wis +5, Cha +7
AC 33; Fort +18; Reflex +22; Will +24;
HP 210
Speed 25 feet
Immunities death effects, disease, negative, paralyzed, poison, unconscious
Resistances Chaotic 10
Morningstar +24 (+19, +14) to hit (magical, versatile p) 2d6+9 Bludgeoning + 2d6 Chaotic + 2d6 Negative
Sling +24 (+19, +14) to hit (propulsive, range increment 50, reload 1) 2d6 Negative + 1d6+6 Bludgeoning + 2d6 Chaotic
Little Favors (mental, occult)
Each time a creature willingly performs a service, quest, or task for the zealborn, the creature takes a cumulative -1 status penalty to saving throws against the zealborn's mental spells and abilities (maximum -4).
Rejuvenation (necromancy, occult)When a zealborn is destroyed, it re-forms, fully healed, near a follower of its choice in 1d10 days. For the purposes of rejuvenation, a follower is defined as an intelligent creature who's well acquainted with the zealborn and is a true believer in the zealborn's mission, not merely a lukewarm supporter. A zealborn can be permanently destroyed only if they have no current followers or can be convinced to end their own life.
Zealous RestorationA zealborn can't regain Hit Points through resting or negative healing; they feed only on the idealism of their supporters, regaining 10 Hit Points per day for each creature under the effects of a geas cast by the zealborn. Creatures under a zealborn's geas have their maximum HP reduced by 10 each day until they are burned away to a husk and perish. After 24 hours, such creatures rise as zeal-damned ghouls under the zealborn's control. Zeal-damned ghouls eat only the flesh of evil or chaotic creatures and deal an additional 1d6 chaotic and 1d6 negative damage with their attacks.
Innate Occult Spells (DC 33, +23 to hit)
2nd Level: Illusory Creature
3rd Level: Enthrall, Geas (Ritual)
4th Level: Veil
5th Level: Hallucination, Subconscious Suggestion
6th Level: Dominate, Zealous Conviction
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.