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Deathless Zealot of ZagreshCreature 9


UncommonMediumUndead
Source Pathfinder #209: Destroyer's Doom
Perception +21 (darkvision)
Languages Common, Necril, Orcish
Skills Athletics +22, Intimidation +17, Occultism +14, Religion +20
Str +7, Dex +3, Con +3, Int +1, Wis +6, Cha +2

AC 26; Fort +16; Reflex +16; Will +21;
HP 120 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Greatclub One Action +21 (+16, +11) to hit (backswing, magical, shove) 2d10+11 Bludgeoning

Field of Slaughter (aura, divine)

40 feet. Allies within the aura treat their weapons and unarmed attacks as keen, even if the weapons don't meet the requirements. Critical hits within the aura deal 3d6 persistent bleed damage, in addition to any other critical hit effects. If the critical hit would already deal persistent bleed damage, increase the damage to 3d6+3.

Ravage Heretic Reaction (divine)

Trigger A creature within 60 feet who the deathless zealot can see and who doesn't worship Zagresh casts a divine spell


Effect The deathless zealot attempts to counteract the triggering spell using their spell attack modifier and a counteract rank of 5. If the spell is counteracted, the caster is Stunned 3 from the pain of the backlash. If the deathless zealot fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours.

Void Healing

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

Spellsmash Two Actions (divine)

The zealot Casts a Spell that requires a spell attack roll or has a range of touch, channeling it into their greatclub, then makes a melee Strike. This attack roll determines the effects of both the Strike and the spell. This counts as two attacks for their multiple attack penalty, but the penalty isn't applied until after the Spellsmash. The zealot can't use Spellsmash again until they recharge it with a single action, which has the concentrate trait.


Divine Prepared Spells (DC 28, +20 to hit)

Cantrips (5th Level): Detect Magic, Divine Lance, Void Warp
1st Level: Bane, Fear, Grim Tendrils, Harm
2nd Level: Blood Vendetta, Spiritual Armament
3rd Level: Chilling Darkness, Crisis of Faith, Vampiric Feast
4th Level: Divine Wrath, Implement of Destruction
5th Level: Divine Immolation

Divine Focus Spells (DC 28, +20 to hit)

1st Level: Cry of Destruction
4th Level: Destructive Aura


Deathless zealots are powerful variants of deathless acolytes. They're as ambitious as deathless hierophants but more martially oriented, seeking out and slaying alleged heretics and enemies of their faith in pursuit of completing their divine missions. This zealot is dedicated to Zagresh, but any deity of warfare could create a deathless zealot. Due to their focus on battle and conflict, orc deities are especially likely to create deathless zealots in preference to other forms of deathless acolytes.

War's Toll

In the wake of the War of Immortals, deathless acolytes of all types have grown in number, especially deathless zealots, as both deities and their followers fell in battle without completing divine mandates. Curiously, deathless zealots of slain deities retain their power and continue to roam, still striving to ca rry out missions granted to them by their lost patrons.


Traits

Uncommon

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.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.