Zealborn

Level 12
Creature· chaoticUncommonMediumLegacy
AC
33
HP
210
Speed
25 ft.
Perception
+23
Fort
+18
Ref
+22
Will
+24
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, void
Languages common, necril
Senses darkvision
Skills diplomacy +27, athletics +25, deception +25, stealth +22, society +19
Recall Knowledge DC 32 (religion)

Attacks

Melee Morningstar +24 (magical, versatile-p), Damage 2d6+9 bludgeoning plus 2d6 spirit plus 2d6 void
Melee Sling +24 (propulsive, reload 1 ft.), Damage 1d6+6 bludgeoning plus 2d6 spirit plus 2d6 void

Abilities

Little Favors

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

When a zealborn is destroyed, it re-forms, fully healed, near a follower of its choice in . 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 Restoration

A zealborn can't regain Hit Points through resting or void 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 creatur