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Burntsoul Zealot

Burntsoul Zealot - Creature 6

CE ¦ Medium ¦ Gnoll ¦ Humanoid


Perception +9; low-light vision, scent (imprecise) 30 feet

Languages Abyssal, Gnoll

Skills Athletics +14, Deception +12, Intimidation +14, Performance +12, Religion +7, Stealth +10, Survival +7, Thievery +10, Warfare Lore +9

Str +4, Dex +2, Con +1, Int +1, Wis -1, Cha +4

Items Burntsoul cult robes, holy symbol, silver bell


AC 20; Fort +12, Ref +12, Will +9

HP 82

Attack of Opportunity DETAILS HERE

Brawling Mastery When the Burntsoul Zealot lands a critical hit with one of his bite attacks, the target must succeed at a Fortitude save (DC 22) or be slowed 1 until the end of the Zealot's next turn.


Speed 30 feet

Melee ♦ bite +16 [+11/+6] (grapple, unarmed), Damage 1d8+4 piercing

Melee ♦♦ power attack +16 [+11/+6] (flourish, grapple, unarmed), Damage 2d8+4 piercing

Divine Spontaneous Spells DC 22, attack +12; 2nd sound burst (1 slot) ; 1st alarm (1 slot) ; Cantrips (3rd) guidance, shield

Knockdown ♦♦ (flourish) The Burntsoul Zealot makes a bite attack. If it hits and deals damage, he can attempt to Trip (+15 vs target's Fortitude DC) the creature he hit.

Intimidating Glare ♦ (concentrate, emotion, fear, mental) The Burntsoul Zealot glares at a creature within 30 feet who he is aware of and who can see him, and attempts to Intimidate them (either a flat 20 or a +14 check vs target's Will DC). If the target is in threat range of one or more of the Burntsoul Zealot's physical attacks, he gains a +1 circumstance bonus to his Intimidation check. On a failure or critical failure, nothing happens. On a success, the target becomes frightened 1. A critical success is the same as a regular success, except the fightened status increases to 2. Regardless of result, the target is temporarily immune to the Burntsoul Zealot's Intimidating Glare for 10 minutes.

Cowed and Open The Burntsoul Acolyte takes a -2 penalty on all saves against effects with the Mental trait.

Children

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