Abandoned Zealot
Creature 6 — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeAERIALundeadspiritincorporealunholy
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; darkvision, lifesense 60 feet; sense apostate
Languages common, necril; one regional language
Skills acrobatics +14, Boneyard Lore +12, 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
+1 status to all saves vs. divine and vitality
HP 75 (void healing)
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 (finesse, magical) +16, Damage 2d10+4 void plus Rend Faith
Abilities
Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
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.
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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
Divine Innate Spells DC 24, attack +16
6th Zealous Conviction (Self Only)
3rd Crisis of Faith
WORKS WELL WITH
AnvilAERIALA durable flying bulwark screens it so it can keep landing its debuffing touch without being run down by melee.
CrasherAERIALAn aggressive flier converts the shutdown of a divine caster's abilities into an immediate opening to burst down the defenseless target.
SnareAERIALA controller keeps a priority target pinned in reach so the single-target debuff lands on the same victim repeatedly.
PUNISHES
✖ divine spellcasting reliance✖ melee reliance✖ static positioning
Avoid stacking with another Weaver-type debuffer; both competing for the same priority target's actions adds little beyond the first lockdown.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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