SGttEH 315
Zealots are fanatical followers of the Radiant Church. The Church believes that the Radiant One holds the key to free Luyarnha of its scourge, just as he brought them enlightenment. As such, these zealots do their utmost to spread their message and gather converts. They know that actions speak far louder than words and as such are always at the forefront of each hunt. They are trained in the art of combat, but they prefer to use their abilities to heal and support their allies, strengthening the faith of their comrades through their unwavering devotion. They are often willing to make the ultimate sacrifice in the name of their deity, if it means saving their kin.
Despite their peaceful demeanor, zealots are capable of incredible violence, driven by their faith to defend the Radiant Church and its followers. Although their doctrine is one of tolerance, direct insults to their god are deemed heretical and they will not hesitate to use their powers to quiet the offender. They are often seen leading Radiant Church expeditions, accompanied by a retinue of hunters, as they seek to bring the light back to Luyarnha after its fall from grace.
MOD | SAVE | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 10 | +0 | +0 |
CON | 12 | +1 | +1 |
MOD | SAVE | ||
INT | 13 | +1 | +1 |
WIS | 16 | +3 | +3 |
CHA | 13 | +1 | +1 |
Spellcasting. The zealot is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The zealot has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, silvered shell
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): mass healing word, protection from energy
Call to Radiance. As a bonus action, the zealot can expend a spell slot to magically imbue its weapons with divine power. Until the end of the turn, its melee weapon attacks deal an extra 10 ( 3d6 ) radiant damage on a hit. If the zealot expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 ( 1d6 ) bludgeoning damage.