Zealot of Asmodeus Creature 4
NEMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 213; family: Devotees
Zealots ferret out plots against their religion and seek justice for their church’s followers. This zealot serves Asmodeus, but others might serve Abadar, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse (Bestiary 209) wearing light barding. This horse is an additional monster in the fight.
Perception +9
Languages Common
Skills Athletics +9, Deception +10, Intimidation +10, Religion +10, Society +7
Str +4, Dex +1, Con +1, Int +0, Wis +3, Cha +2
Items composite shortbow (20 arrows), half plate, mace, steel shield (Hardness 5, HP 20, BT 10)
AC 22 (24 with shield raised); Fort +9, Ref +7, Will +11
HP 58
Shield Block
Swear Vengeance Trigger A creature the zealot can see damages a follower of Asmodeus other than the zealot; Effect The zealot gains the effect of a 1st-level true strike spell. If the zealot makes an attack roll against anyone other than the triggering creature, the true strike ends with no effect.
Speed 20 feet
Melee ◆ mace +12 (shove), Damage 1d8+4 bludgeoning
Ranged ◆ composite shortbow +9 (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+2 piercing
Divine Prepared Spells DC 19, attack +11; 2nd harm (×3), restoration, see invisibility, shield other; 1st detect alignment, magic weapon, spirit link; Cantrips (2nd) detect magic, divine lance, forbidding ward, read aura, sigil
Channel Smite ◆◆ (divine, necromancy) The zealot expends a prepared harm spell and makes a melee Strike. Instead of the normal effect of the spell, its negative damage is added to the Strike’s damage.
Deadly Simplicity The zealot’s mace deals 1d8 damage instead of 1d6.
