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Abandoned Zealot

Creature 6 — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable-yet ultimately pathetic-foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and an

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +14
Skills acrobatics +14, intimidation +14, religion +12, stealth +16
Str
-5
Dex
+4
Con
+0
Int
+2
Wis
+2
Cha
+4
AC 22 Fort +10 Ref +14 Will +16
HP 75
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 0 feet, fly 40 feet

Offense

Melee Hand of Despair +16, Damage 2d10+4 void

Abilities

Lifesense 60 feet — Lifesense
Sense Apostate 500 feet (detection, divine) — An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense.
+1 Status to all Saves vs. Divine and Vitality
Anathematic Aversion (emotion, fear, mental) — If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later. **Critical Success** The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot's hand of despair deals one additional damage die against priests of the creature's former faith. **Success** The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. **Failure** The abandoned zealot becomes Frightened 1 and gains the Fleeing condition until the end of their next turn. **Critical Failure** As failure, but Frightened 2.
Elegy of the Faithless (divine, mental) —
Void Healing — Negative Healing
Rend Faith — When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.

Spells

Zealous Conviction (Self Only) (rank 6)
Crisis of Faith (rank 3)

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