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PFS StandardAbandoned Zealot

Once 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 deimavigga.

Recall Knowledge - Spirit (Occultism): DC 22
Recall Knowledge - Undead (Religion): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Abandoned ZealotCreature 6

Legacy Content

CE Medium Incorporeal Spirit Undead 
Source Bestiary 3 pg. 8
Perception +14; darkvision, lifesense 60 feet, sense apostate
Languages Common, Necril
Skills Acrobatics +14, Boneyard Lore +12, Intimidation +14, Religion +12, Stealth +16
Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Sense Apostate (detection, divination, 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.
AC 22; Fort +10, Ref +14, Will +16; +1 status to all saves vs. divine and positive
HP 75 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive, double resistance against non-magical)
Anathematic Aversion (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. 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. Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. Failure The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn. Critical Failure As failure, but frightened 2.Elegy of the Faithless [reaction] (abjuration, divine, mental) Trigger A divine spell is cast within 30 feet of the abandoned zealot; Effect The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell.
Speed fly 40 feet
Melee [one-action] hand of despair +16 [+11/+6] (finesse, magical), Damage 2d10+4 negative plus rend faithDivine Innate Spells DC 24; 6th zealous conviction (self only); 4th crisis of faith
Rend Faith 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 save or be unable to use those spells or abilities until the end of its next turn.

Sidebar - Related Creatures Liturgies of the Lost

A particular form of abandoned zealot appears near the Starstone Cathedral in the city of Absalom. Mortals who fail to reach divinity through the Test of the Starstone perish and arise as these wrathful undead, despising other aspirants.