columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Abandoned Zealot"
level: "Creature 6"
alignment: ""
size: "Medium"
trait_01: [[chaotic]]
trait_02: [[evil]]
trait_03: [[incorporeal]]
trait_04: [[spirit]]
trait_05: [[undead]]
trait_06: [[unholy]]
modifier: 14
perception:
- name: "Perception"
desc: "+14; Darkvision, Lifesense 60 Feet"
languages: "Common, Necril; one regional language"
skills:
- name: "Skills"
desc: "Acrobatics: +14, Intimidation: +14, Religion: +12, Stealth: +16, Boneyard Lore: +12"
abilityMods: [-5, 4, 0, 2, 2, 4]
speed: fly 40 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 22
armorclass:
- name: AC
desc: "22; __Fort__ +10, __Ref__ +14, __Will__ +16; +1 status to all saves vs. divine and vitality"
hp: 75
health:
- name: ""
- name: HP
desc: "75, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
abilities_top:
- name: ""
- name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
desc: " 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."
- name: "Sense Apostate 500 feet"
desc: " (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."
abilities_mid:
- name: ""
- name: "Anathematic Aversion"
desc: " (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.\n* * *\n\n**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.\n\n**Success** The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith.\n\n**Failure** The abandoned zealot becomes [[Conditions/Frightened|Frightened 1]] and gains the [[Conditions/Fleeing|Fleeing]] condition until the end of their next turn.\n\n**Critical Failure** As failure, but [[Conditions/Frightened|Frightened 2]]."
- name: "Elegy of the Faithless"
desc: "`pf2:r` (divine,mental) **Trigger** A divine spell is cast within 30 feet of the abandoned zealot.\n* * *\n\n**Effect** The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will check save, or a higher DC 24 Will check if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell."
- name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
desc: " 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."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Hand of Despair"
desc: "+16 (finesse, magical)\n__Damage__ 2d10 + 4 void plus rend-faith"
- name: "Divine Innate Spells"
desc: "DC 24, attack +16; __6th __ _[[Spells/Zealous Conviction|Zealous Conviction (Self Only)]]_; __4th __ _[[Spells/Crisis of Faith|Crisis of Faith]]_"
- name: "Rend Faith"
desc: " 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 check save or be unable to use those spells or abilities until the end of its next turn."
name: Abandoned Zealot
creatures:
- 1: Abandoned ZealotOnce 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 anguished weeping.
Abandoned zealots are most commonly associated with the church of Razmir, which upholds a mortal wizard as a god-a truth unknown to most worshippers. However, abandoned zealots might arise from a true religion if they’ve been misled about that faith’s true tenets or aims. This situation could easily result from the cruel schemes and predations of sinister beings, such as shrine skelms and the blasphemous devils known as deimaviggas.