Aberrant Zealot

(Phandelver and Below: The Shattered Obelisk)

Medium aberration, Chaotic Evil

Armor Class16 (studded leather armor)
Hit Points93 (17d8 + 17)
Speed30 ft.
STRDEXCONINTWISCHA
15 (+2) 18 (+4) 12 (+1) 13 (+1) 8 (-1) 19 (+4)
Saving ThrowsCha +7, Dex +7
SkillsPerception +5
Damage Vulnerabilities—
Damage Resistancespsychic
Damage Immunities—
Condition Immunitiesblinded; charmed; frightened; grappled; restrained
Sensesdarkvision 60 ft., truesight 10 ft., passive Perception 15
LanguagesCommon, Deep Speech
Challenge8

Traits

Aberrant Form.

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.

Weirdly Pliable.

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.

Actions

Multiattack.

The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend.

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.

Shortsword.

Melee Attack Roll: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

Spellcasting (Psionics)

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