Faceless Zealot

Medium aberration, chaotic evil

Armor Class

12

Hit Points

16 (3d8 + 3)

Speed

30 ft.

STR

12 (+1)

DEX

14 (+2)

CON

13 (+1)

INT

16 (+3)

WIS

6 (-2)

CHA

7 (-2)

Senses

blindsight 30 ft., passive Perception 8

Languages

telepathy 120 ft.

Challenge

1/2 (100 XP)

Actions

Multiattack. The zealot makes a dagger attack and then attempts to grapple a target.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Mental Assault (1/Day). The zealot attempts to overwhelm the mind of a creature that it has grappled. That creature must succeed on a DC 13 Intelligence saving throw or take 5 (1d10) psychic damage and come under the effects of one of the following madness effects for one hour:

  • Blinding Agony – The creature closes their eyes and is convinced they have been sealed shut permanently. The creature is blind until the effect fades.
  • Silence Eternal – The creature closes their mouth and is convinced it has been sealed shut permanently. The creature cannot speak until the effect fades.
  • Maddening Gibberish - All words the creature hears become twisted and garbled, shifting pitches and order in unpredictable ways. The creature cannot hear the voices of others until the effect fades.
medium
aberration
cr1/2
nerzugals-extended-bestiary