Furious Zealot

Medium humanoid (any race), any alignment

Armor Class

15 (unarmored defense, shield)

Hit Points

81 (7d8 + 3d12 + 30)

Speed

30 ft.

STR

18 (+4)

DEX

10 (+0)

CON

16 (+3)

INT

10 (+0)

WIS

16 (+3)

CHA

14 (+2)

Senses

passive Perception 13

Saving Throws

Wis +7, Cha +6

Skills

Athletics +8, Insight +7, Persuasion +6, Religion +4

Languages

Any two languages

Challenge

5 (1,800 XP)

Combat Caster. The zealot can perform the somatic components of spells even when it has weapons or a shield in one or both hands.

Danger Sense. The zealot has advantage on Dexterity saving throws.

Rage (2/Day). As a bonus action, the zealot can enter a rage for 1 minute. While raging, the zealot gains the following benefits:

  • Advantage on Strength checks and Strength saving throws
  • Melee weapon attacks deal an addition 2 damage.
  • The zealot gains resistance to bludgeoning, piercing, and slashing damage.

Spellcasting. The zealot is a 6th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +7 to hit with spell attacks). The zealot has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame

  • 1st level (4 slots): fog cloud, thunderwave

  • 2nd level (3 slots): gust of wind, shatter

  • 3rd level (3 slots): call lightning, sleet storm

Thunderbolt Strike. When the zealot deals damage to a Large or smaller creature, it can also push it up to 10 feet away from it.

Actions

Multiattack. The zealot makes three attacks with its warhammer.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage while raging.

Reactions

Storm’s Wrath (3/Day). When a creature within 5 feet of the zealot hits it with an attack, it can use its reaction to cause that creature to make a DC 15 Dexterity saving throw. The creature takes 9 (2d8) lightning damage on a failed saving throw, or half as much damage on a successful one.

medium
humanoid
cr5
nerzugals-extended-bestiary