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Zealborn

Zealborn arise from mortals who become consumed by a noble or idealistic vision and choose undeath as a means of pursuing that vision. Unlike liches, who use undeath as a path toward immortality and individual power, zealborn undergo their transformation with the total conviction that their cause is so just it should never die. They manipulate and control dozens of fanatical followers who sacrifice themselves—and rise again as powerful zeal-damned ghouls—for the zealborn's cause.

Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak ZealbornCreature 11

Legacy Content

Uncommon CE Medium Undead 
Source Pathfinder #161: Belly of the Black Whale pg. 87
Perception +23; darkvision
Languages Common, Necril
Skills Athletics +23, Deception +23, Diplomacy +25, Society +17, Stealth +20
Str +5, Dex +4, Con +0, Int +1, Wis +5, Cha +7
Little Favors (mental, occult) Each time a creature willingly performs a service, quest, or task for the zealborn, the creature takes a cumulative –1 status penalty to saving throws against the zealborn's mental spells and abilities (maximum –4).
Items +1 striking morningstar, breastplate, sling with 20 bullets
AC 31; Fort +16, Ref +20, Will +22; +1 status bonus to Will saves vs. mental effects
HP 190 (rejuvenation); Immunities death effects, disease, negative, paralyzed, poison, unconscious; Resistances chaotic 10
Rejuvenation (necromancy, occult) When a zealborn is destroyed, it re-forms, fully healed, near a follower of its choice in 1d10 days. For the purposes of rejuvenation, a follower is defined as an intelligent creature who's well acquainted with the zealborn and is a true believer in the zealborn's mission, not merely a lukewarm supporter. A zealborn can be permanently destroyed only if they have no current followers or can be convinced to end their own life.Zealous Restoration A zealborn can't regain Hit Points through resting or negative healing; they feed only on the idealism of their supporters, regaining 10 Hit Points per day for each creature under the effects of a geas cast by the zealborn. Creatures under a zealborn's geas have their maximum HP reduced by 10 each day until they are burned away to a husk and perish. After 24 hours, such creatures rise as zeal-damned ghouls under the zealborn's control. Zeal-damned ghouls eat only the flesh of evil or chaotic creatures and deal an additional 1d6 chaotic and 1d6 negative damage with their attacks.
Speed 25 feet
Melee [one-action] morningstar +22 [+17/+12] (magical, versatile P), Damage 2d6-2+9 bludgeoning plus 2d6-2 chaotic and 2d6-2 negativeRanged [one-action] sling +22 [+17/+12] (propulsive, range increment 50 feet, reload 1), Damage 1d6-2+6 bludgeoning plus 2d6 chaotic and 2d6 negativeOccult Innate Spells DC 31 (-4 dmg); 6th dominate, zealous conviction; 5th hallucination, subconscious suggestion; 4th veil; 3rd enthrall; 2nd illusory creature (at will)
Occult Rituals DC 36 (-4 dmg); 3rd geas

Sidebar - Additional Lore Redemption

Zealborns begin with a great desire to do good but can become twisted mockeries of their ideals. When confronted with the horrors wrought by their crusades, some can be shocked out of their obsession; they can release themselves from undeath if they truly realize how far they've strayed from their original cause.