Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. divine and positive
Ability
Anathematic Aversion
(emotion, fear, mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later.
Ability
Critical Failure
As failure, but frightened 2.
Ability
Critical Success
The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot's hand of despair deals one additional damage die against priests of the creature's former faith.
Ability
Divine Innate Spells
DC 24; 6th zealous conviction (self only); 4th crisis of faith
Ability
Elegy of the Faithless [Reaction]
Circumstance: Trigger: A divine spell is cast within 30 feet of the abandoned z
The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell.
Ability
Failure
The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn.
Ability
Rend Faith
When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.
Ability
Sense Apostate
(detection, divination, divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense.
Ability
Success
The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith.
Offense
Melee
Circumstance: combat round (melee)
hand of despair +16 [+11/+6] (finesse, magical), Damage 2d10+4 negative plus rend faith
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
Perception
darkvision
lifesense 60 feet
sense apostate
Resistance
all damage 5 (except force
double resistance against non-magical)
ghost touch
or positive