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Monster

Aberrant Zealot

Medium Aberration · Chaotic Evil

Phandelver and Below: The Shattered Obelisk Page 203
Armor Class 16
Hit Points 93 (17d8 + 17)
Speed Walk 30 ft.
CR 8
STR 15 +2
DEX 18 +4
CON 12 +1
INT 13 +1
WIS 8 -1
CHA 19 +4

Traits

Aberrant Form

The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 () Psychic damage.

Weirdly Pliable

The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack

The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend

Melee or Ranged Spell Attack +7 to hit, reach 15 ft. or range 120 ft., one target. 14 () Psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the condition until the start of the zealot's next turn.

Shortsword

Melee Weapon Attack +7 to hit, reach 15 ft., one target. 7 () Piercing damage plus 7 () Psychic damage.

Bonus Actions

Void Warp Recharge 5

The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 () Force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
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