Zealborn
A martyr's conviction was so absolute that death couldn't finish the argument, and it keeps returning as long as one true believer remains.
A zealborn is a martyr remade by sheer conviction — a fanatic whose belief was so total that death could not finish the argument. So long as a single true believer carries its mission, the zealborn keeps coming back.
Rejuvenation (necromancy, occult) When a zealborn is destroyed, it re-forms, fully healed, near a follower of its choice in 1d10 days. For the purposes of rejuvenation, a follower is defined as an intelligent creature who's well acquainted with the zealborn and is a true believer in the zealborn's mission, not merely a lukewarm supporter.
Level 12
Perception +23 · Senses darkvision · Languages Common, Necril · Skills Athletics +25, Deception +25, Diplomacy +27, Society +19, Stealth +22
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +4 | +0 | +1 | +5 | +7 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 33 | +18 | +22 | +24 |
HP 210 · Immunities death effects, disease, negative, paralyzed, poison, unconscious · Resistances chaotic 10
Speed 25 feet
Actions
- Melee Morningstar [Single Action] +24 (Magical, versatile P), Damage 2d6+9 bludgeoning plus 2d6 chaotic plus 2d6 negative
- Ranged Sling [Single Action] +24 (range 50 ft, Propulsive, reload 1), Damage 1d6+6 bludgeoning plus 2d6 chaotic plus 2d6 negative