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Zealot of the Absolute

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Zealots of the Absolute serve as paladin footsoldiers of the Absolute, forming the core of its conventional army.

Overview[edit section | visual editor]

Zealots are soldiers and followers of the Absolute, forming the backbone of its army. Like the adepts, and most other members of the broader Cult of the Absolute, zealots are oblivious to the reality of the tadpoles and deceptive nature of the pretend-god, believing or being manipulated into believing that the Absolute is a new goddess.

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Two zealots of the Absolute can be found dead in the Mountain Pass, perishing after being attacked by githyanki youth as they were escorting Duke Ravengard Duke Ravengard to Moonrise Towers.

Act Two[edit section | visual editor]

Zealots of the Absolute are found acting as enforcers and soldiers of the Absolute army, and can be found in large numbers in Moonrise Towers as well as in the war camp west of Reithwin. They form the backbone of Absolutist forces in the area, and can be fought against during the Assault on Moonrise Towers⁠Assault on Moonrise Towers.

As the Elder Brain orders to start the march towards Baldur's Gate, zealots of the Absolute can be seen marching alongside undead and goblins.

Act Three[edit section | visual editor]

A large number of zealots, such as Lewis Morell Lewis Morell, were present during the initial assault on High Hall, pushing the City Watch out of the area at the cost of severe casualties. When the party arrive, only three living zealots remain and can be encountered in the Upper City; two of which are situated in the courtyard, with the third one hidden in the Upper City Sewers.

Combat[edit section | visual editor]

Zealots of the Absolute are deadly melee opponents based off a Strength-oriented Oath of Vengeance paladin class. In Act Two, they are some of the most dangerous enemy archetypes that the party can face, boasting high HP pools and capable of dishing large amount of damage through their smites, while being statistically more powerful than any of the potential allies that the party can have.

Attacks and actions[edit section | visual editor]

Branding Smite Branding Smite (Action + Bonus Action + Level 2 Spell Slot)   –  Halberd
Damage: 7~26
1d10 + 4Slashing⁠Slashing
+ 2d6Radiant⁠Radiant

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

Cleave Cleave (Action)   –  Halberd
Damage
1/2 Normal weapon damage

Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

Divine Smite Divine Smite (Action + Level 1 Spell Slot)   –  Halberd
Damage: 8~38
1d10 + 4Slashing⁠Slashing
+ 2d8Radiant⁠Radiant
+ 1d8Radiant⁠Radiant (If the target is undead or a fiend)

Your weapon deals an additional 2d8⁠Radiant⁠RadiantDRS damage, increased by 1d8⁠Radiant⁠Radiant damage when attacking Fiends or Undead.

Hamstring Shot Hamstring Shot (Action)   –  Shortbow
Damage: 1~6
1d6Piercing⁠Piercing

Shoot an enemy in the thigh and possibly reduce their movement speed by 50%.

Lacerate Lacerate (Action)   –  Halberd
Damage: 5~14
1d10 + 4Slashing⁠Slashing

Slash at your target's vital points to make it Bleed Bleed.

Undead and constructs can't bleed.

Healing
4 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Healing
2 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Main Hand Attack Main Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4Slashing⁠Slashing

Make a melee attack with your equipped weapon.

Ranged Attack Ranged Attack (Action)   –  Shortbow
Damage: 1~6
1d6Piercing⁠Piercing

Make a ranged attack with your equipped weapon.

Rush Attack Rush Attack (Action)   –  Halberd
Damage: 5~8
1d4 + 4Piercing⁠Piercing

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance.

Thunderous Smite Thunderous Smite (Action + Bonus Action + Level 1 Spell Slot)   –  Halberd
Damage: 7~26
1d10 + 4Slashing⁠Slashing
+ 2d6Thunder⁠Thunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m (10 ft) away and possibly knocking them Prone Prone.

Tactician/Honour only[edit section | visual editor]

Abjure Enemy Abjure Enemy (Action + Channel Oath Charge)

Frighten Frighten an enemy. They have Disadvantage Disadvantage on ability checks and Attack Roll Attack Rolls, and they cannot move.

Fiends and undead have Disadvantage Disadvantage on this Saving Throw.

Loot[edit section | visual editor]

Known zealots of the Absolute[edit section | visual editor]

Drow[edit section | visual editor]

Dwarf[edit section | visual editor]

Halfling[edit section | visual editor]

Half-Elf[edit section | visual editor]

Half-Orc[edit section | visual editor]

Human[edit section | visual editor]

Notes[edit section | visual editor]

  • Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.
  • The two zealots encountered in the High Hall courtyard are level 7 as opposed to level 8.
    • These two zealots are also visually equipped with more basic and rudimentary armour rather than the ornate  Plate Armour that most zealots are commonly seen wearing.
    • This might be an implication that most zealots are not as well-equipped as their counterparts in Moonrise Towers, especially as the zealots seen during the Elder Brain's march cutscene and Lewis Morell Lewis Morell are devoid of visual body armour.