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Zealot of the Absolute

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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 (+ 2)
Healing:
Paladin Level x 4Healing

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 (+ )
Healing:
Paladin Level x 2Healing

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
Damage: 3~22 + modifiers

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

 Range: Normal weapon range
Thunderous Smite Thunderous Smite (+ + )   –  Halberd
Damage: 3~22 + modifiers

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
Damage: 3~26 + modifiers

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.