Goblin Zealot

Small humanoid (goblinoid), lawful evil


Armor Class
20 (plate, shield)
Hit Points
65 (10d6+30)
Speed
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 9 (-1) 11 (0) 16 (+3)

Saving Throws
Str +7, Con +6, Cha +6
Skills
History +5, Religion +6, Stealth +7
Damage Resistances
radiant
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
7 (2,900 XP)
Proficiency Bonus
+3

Nimble Escape. The goblin zealot can take the Disengage or Hide action as a bonus action on each of their turns.

Sacred Footsteps. The goblin zealot does not have disadvantage to stealth checks while wearing heavy armor.

Soldier of Gob. When the goblin zealot deals radiant damage, they may use their bonus action to heal all adjacent allied goblinoids for the amount of radiant damage dealt.

Alth’Gobis’ Gift. The goblin zealot cannot take damage from attacks until they have made an attack.

Ambush Exorcist. When attacking a creature that they are hidden from, the zealot’s first attack that hits deals an extra 4d4 radiant damage.

Actions

Multiattack. The goblin zealot makes two attacks with their Alth’Gobic warhammer.

Alth’Gobic Warhammer. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 5 (2d4) radiant damage.

To Pacify and Persevere (1/Day). The zealot raises their warhammer to the sky. The warhammer begins burning with a bright flame, and then emits an intense flash of bright light. All creatures within 30 feet that can see the warhammer must make a DC 15 Constitution saving throw. On a failure, a creature is blinded until the end of their next turn. The zealot, and any other Goblin Zealot in the area, automatically succeed their saving throws.