Aberrant Zealot (Tentacled)

CreaturePaBTSOp. 1812014

Medium aberration, chaotic evil

Armor Class
16 (studded leather armor)
Hit Points
93 (17d8 + 17)
Speed
30 ft.
Challenge
8 (3,900 XP)
STR
15
+2
DEX
18
+4
CON
12
+1
INT
13
+1
WIS
8
-1
CHA
19
+4
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

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

Mind Blast 5.

The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Bonus Actions

Void Warp 5.

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

Spellcasting (Psionics).

The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):

Raw data
{
  "ac": [
    {
      "ac": 16,
      "from": [
        "{@item studded leather armor|PHB}"
      ]
    }
  ],
  "cr": "8",
  "hp": {
    "average": 93,
    "formula": "17d8 + 17"
  },
  "cha": 19,
  "con": 12,
  "dex": 18,
  "int": 13,
  "str": 15,
  "wis": 8,
  "name": "Aberrant Zealot (Tentacled)",
  "page": 181,
  "save": {
    "cha": "+7",
    "dex": "+7"
  },
  "size": [
    "M"
  ],
  "type": "aberration",
  "bonus": [
    {
      "name": "Void Warp {@recharge 5}",
      "entries": [
        "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 ({@damage 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."
      ]
    }
  ],
  "skill": {
    "perception": "+5"
  },
  "speed": {
    "walk": 30
  },
  "trait": [
    {
      "name": "Aberrant Form",
      "entries": [
        "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 ({@damage 2d6}) psychic damage."
      ]
    },
    {
      "name": "Weirdly Pliable",
      "entries": [
        "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."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The zealot makes one Psychic Rend attack and two Shortsword attacks."
      ]
    },
    {
      "name": "Psychic Rend",
      "entries": [
        "{@atk ms,rs} {@hit 7} to hit, reach 15 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the zealot's next turn."
      ]
    },
    {
      "name": "Shortsword",
      "entries": [
        "{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage."
      ]
    },
    {
      "name": "Mind Blast {@recharge 5}",
      "entries": [
        "The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and have the {@condition stunned} condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the {@condition stunned} condition on itself on a success."
      ]
    }
  ],
  "resist": [
    "psychic"
  ],
  "senses": [
    "darkvision 60 ft.",
    "truesight 10 ft."
  ],
  "source": "PaBTSO",
  "_isCopy": true,
  "passive": 15,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MLW",
    "MW",
    "RCH"
  ],
  "alignment": [
    "C",
    "E"
  ],
  "languages": [
    "Common",
    "Deep Speech"
  ],
  "senseTags": [
    "D",
    "U"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "O",
    "P",
    "Y"
  ],
  "tokenCustom": true,
  "languageTags": [
    "C",
    "DS"
  ],
  "spellcasting": [
    {
      "name": "Spellcasting (Psionics)",
      "type": "spellcasting",
      "will": [
        "{@spell detect thoughts}",
        "{@spell minor illusion}"
      ],
      "daily": {
        "1e": [
          "{@spell arcane gate}",
          "{@spell hunger of Hadar}"
        ]
      },
      "ability": "cha",
      "displayAs": "action",
      "headerEntries": [
        "The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):"
      ]
    }
  ],
  "attachedItems": [
    "shortsword|phb"
  ],
  "alignmentPrefix": "typically ",
  "conditionImmune": [
    "blinded",
    "charmed",
    "frightened",
    "grappled",
    "restrained"
  ],
  "damageTagsSpell": [
    "A",
    "C"
  ],
  "conditionInflict": [
    "stunned"
  ],
  "spellcastingTags": [
    "P"
  ],
  "savingThrowForced": [
    "strength",
    "wisdom"
  ],
  "conditionInflictSpell": [
    "blinded"
  ],
  "savingThrowForcedSpell": [
    "dexterity",
    "wisdom"
  ]
}