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PFS LimitedZealot

Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve Abadar, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse wearing light barding. This horse is an additional monster in the fight.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

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 Zealot of AsmodeusCreature 3

Legacy Content

NE Medium Human Humanoid 
Source Gamemastery Guide pg. 213
Perception +9
Languages Common
Skills Athletics +7, Deception +8, Intimidation +8, Religion +8, Society +5
Str +4, Dex +1, Con +1, Int +0, Wis +3, Cha +2
Items composite shortbow (20 arrows), half plate, mace, steel shield (Hardness 5, HP 20, BT 10)
AC 20 (12 with shield raised); Fort +7, Ref +5, Will +9
HP 43
Shield Block [reaction] Swear Vengeance [reaction] Trigger A creature the zealot can see damages a follower of Asmodeus other than the zealot; Effect The zealot gains the effect of a 1st-level true strike spell. If the zealot makes an attack roll against anyone other than the triggering creature, the true strike ends with no effect.
Speed 20 feet
Melee [one-action] mace +10 [+5/+0] (shove), Damage 1d8-2+4 bludgeoningRanged [one-action] composite shortbow +7 [+2/-3] (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6-2+2 piercingDivine Prepared Spells DC 17, attack +9 (-4 dmg); 2nd harm (x3), restoration, see invisibility, shield other; 1st detect alignment, magic weapon, spirit link; Cantrips (2nd) detect magic, divine lance, forbidding ward, read aura, sigil
Channel Smite [two-actions] (divine, necromancy, negative) The zealot expends a prepared harm spell and makes a melee Strike. Instead of the normal effect of the spell, its negative damage is added to the Strike's damage.Deadly Simplicity The zealot's mace deals 1d8 damage instead of 1d6.

All Monsters in "Devotees"

NameLevel
Acolyte1
Priest6
Prophet2
Zealot4

Devotees

Source Gamemastery Guide pg. 212
Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.

Sidebar - Advice and Rules Spell Swap Example

To make a NE acolyte or priest of Urgathoa, you can use these spells. 3rd bind undead, circle of protection, harm (×3), vampiric touch; 2nd dispel magic, false life, ghoulish cravings; 1st bane, fear, ray of enfeeblement; Cantrips chill touch, detect magic, divine lance, guidance, shield; Cleric Domain Spell undeath's blessing

Sidebar - Advice and Rules Swapping Deities

Customize an acolyte or priest by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An example appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level heal spells instead of three 3rd-level heal spells.) If you swap harm spells for heal, replace Healing Hands with the Selective Energy cleric feat.