Zealot of Asmodeus

Level 4
Creature· humanMediumRemaster
AC
22
HP
60
Speed
20 ft.
Perception
+9
Fort
+9
Ref
+7
Will
+11
Languages common
Skills religion +12, deception +10, intimidation +10, athletics +9, society +7
Recall Knowledge DC 19 (religion, society)

Attacks

Melee Mace +12 (shove), Damage 1d6+4 bludgeoning
Melee Fist +12 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Melee Composite Shortbow +9 (deadly-d10, propulsive, reload 0 ft.), Damage 1d6+2 piercing

Abilities

Shield Block
Swear Vengeance

Trigger A creature the zealot can see damages a follower of Asmodeus other than the zealot


Effect The zealot is affected by a Sure Strike spell. If the zealot makes an attack roll against anyone other than the triggering creature, the sure strike ends with no effect.

Channel Smite◆◆

Cost the zealot expends a Harm spell


Effect The zealot makes a melee Strike. If it hits, they damage the target with a 1-action harm spell. The target automatically gets a failure (or a critical failure if the Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way.

Deadly Simplicity

The zealot deals 1d8 damage with their mace instead of 1d6.

Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve Abadar, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a War Horse wearing light barding. To depict a zealot's mount, add this horse to the encounter as an additional monster with its own actions, adjusting the encounter's XP budget accordingly.


Religions inspire devout individuals to uphold their tenets.