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Zealot of the Absolute

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Revision as of 23:14, 9 July 2024 by NtCarlson (talk | contribs) (Added abjure enemy)
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Zealot of the Absolute is an archetype of enemy that serves The Absolute, based off of a Strength-based Oath of Vengeance Paladin.

They can be encountered in Moonrise Towers and High Hall.

Combat

Attacks and abilities

Lay on Hands Greater Healing.webp
Lay on Hands: Greater Healing Lay on Hands: Greater Healing ()
Paladin Level x 4 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft
Lay on Hands Lesser Healing.webp
Lay on Hands: Lesser Healing Lay on Hands: Lesser Healing ()
Paladin Level x 2 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft
Branding Smite Melee.webp
Branding Smite Branding Smite ()   –  Halberd
Normal weapon damage +
D6 Radiant.png 2d6 (2~12) Damage TypesRadiant

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
 Range: Normal weapon range
Thunderous Smite.webp
Thunderous Smite Thunderous Smite ()   –  Halberd
Normal weapon damage +
D6 Thunder.png 2d6 (2~12) Damage TypesThunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.

STR Save
 Range: Normal weapon range
Divine Smite.webp
Divine Smite Divine Smite ()   –  Halberd
Normal weapon damage +
D8 Radiant.png 2d8 (2~16) Damage TypesRadiant

Your weapon deals an additional 2d8Damage TypesRadiantDRS damage, increased by 1d8Damage TypesRadiant damage when attacking Fiends or Undead.

 Range: Normal weapon range

Tactician and higher difficulties only:

Abjure Enemy.webp
Abjure Enemy Abjure Enemy ()

Frighten Frighten an enemy. They'll be easier to hit and cannot move.

Fiends and undead have Disadvantage Icon.png Disadvantage on this Saving Throw

WIS Save
 Range: 18 m / 60 ft

Loot

Known zealots of the Absolute

Notes

  • Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.
  • Zealots encountered in High Hall are level 7 as opposed to level 8.