16 (studded leather armor)
93 (17d8 + 17)
30 ft.
dex +7, cha +7
perception +5
psychic
blinded, charmed, frightened, grappled, restrained
darkvision 60 ft., truesight 10 ft.
Common, Deep Speech
8
+3
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 (2d6) psychic damage.
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.
The zealot makes one Psychic Rend attack and two Shortsword attacks.
Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15): • At will: detect thoughts, minor illusion • 1/Day each: arcane gate, hunger of Hadar
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 (4d8) 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.