Medium aberration, Chaotic Evil
| Armor Class | 16 (studded leather armor) |
|---|---|
| Hit Points | 93 (17d8 + 17) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 18 (+4) | 12 (+1) | 13 (+1) | 8 (-1) | 19 (+4) |
| Saving Throws | Cha +7, Dex +7 |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | blinded; charmed; frightened; grappled; restrained |
| Senses | darkvision 60 ft., truesight 10 ft., passive Perception 15 |
| Languages | Common, Deep Speech |
| Challenge | 8 |
The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.
The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.
The zealot makes one Psychic Rend attack and two Shortsword attacks.
Melee or Ranged Spell Attack Roll: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.
Melee Attack Roll: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1 each/day: arcane gate, hunger of Hadar