Zealot Barbarian
Arandiel d'Tharashk
Medium humanoid (half-orc), lawful evil
- Armor Class 19 (Natural Armor)
- Hit Points 159 (13d12 + 68)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 8 (-1) 9 (-1) 7 (-2)
- Saving Throws Str +10, Con +9
- Skills Athletics +10, Acrobatics, +9
- Damage Resistance Bludgeoning, Piercing, and Slashing, Necrotic
- Condition Immunities Charmed, Frightened
- Senses Darkvision 60 Ft., passive Perception 16
- Languages Common, Orc, Goblin
- Challenge 13 (10,000 XP)
Brutal Critical (3 dice). When the zealot scores a critical hit with a melee weapon attack, he rolls three additional damage dice when determining the extra damage for a critical hit. Additionally, when the zealot scores a critical hit that deals slashing damage to a creature, he grievously wounds it. Until the start of his next turn, the target has disadvantage on all attack rolls.
Danger Sense. The zealot gains advantage on Strength and Dexterity Saving Throws.
Fanatical Focus (1/Day). If the zealot fails a saving throw, it can reroll it.
Reckless Attack. At the start of its turn, the zealot can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless Endurance (2/day). When the zealot is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Relentless Rage. If the zealot drops to 0 Hit Points while raging and doesn't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
Rage Beyond Death. While raging, having 0 hit points doesn't knock the zealot unconscious. The zealot cannot die while he is raging. His rage will end after one minute. It ends early if he is knocked Unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn.
Actions
Multiattack. The zealot can attack twice with his Halberd, and once with its spiked hilt. Alternately, the zealot can attack twice with his Oversized Longbow.
Halberd. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 9) slashing damage and (1/turn) 13 (1d6 + 7) necrotic damage. Additionally, the target's speed is reduced by 10 feet until the start of the zealot's next turn.
Spiked Hilt. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d4 + 9) piercing damage and (1/turn) 13 (1d6 + 7) necrotic damage.
Oversized Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d6 + 5) piercing damage and (1/turn) 13 (1d6 + 7) necrotic damage.
Reactions
Polearm Master. Other creatures provoke opportunity attacks when entering the zealot's reach.
Retaliation. . In response to being hit by a melee attack, the zealot can make one melee weapon attack with advantage against the attacker.