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
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1st level (4 slots): fog cloud, thunderwave
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2nd level (3 slots): gust of wind, shatter
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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.