Medium aberration, chaotic evil
- Armor Class
- 16 (studded leather armor)
- Hit Points
- 93 (17d8 + 17)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Cha +7, Dex +7
- Skills
- Perception +5
- Damage Resistances
- psychic
- Condition Immunities
- blinded; charmed; frightened; grappled; restrained
- Senses
- darkvision 60 ft., truesight 10 ft., passive Perception 15
- Languages
- Common, Deep Speech
Traits
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.
Actions
The zealot makes one Psychic Rend attack and two Shortsword attacks.
Melee or Ranged Spell Attack: +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 Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
Bonus Actions
The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
Spellcasting
The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):