Halfling Zealot

Halfling Zealot Creature 3

Unique NE Small Halfling Humanoid

Perception +9; keen eyes

Languages Abyssal, Common, Druidic, Halfling; speak with animals

Skills Diplomacy +8, Lore (Deity) +6, Nature +11, Religion +9, Stealth +8, Survival +11

Str –1, Dex +3, Con +1, Int +1, Wis +4, Cha +1

Items hide armor, key to the ringmaster’s wagon (area A2), rat hood, +1 sickle, staff

AC 19; Fort +8, Ref +8, Will +11

HP 45

Speed 20 feet

Melee [one-action] sickle +9 (agile, finesse, magical, trip), Damage 1d4+3 slashing

Melee [one-action] staff +5 (two-hand d8), Damage 1d4–1 bludgeoning

Primal Innate Spells DC 19; 3rd animal vision (at will; target must be a rodent, serpent, or similar animal considered troublesome by humans); 2nd paranoia (targets animals only); 1st charm (3, targets animals only); Constant (2nd) speak with animals

Primal Spontaneous Spells DC 21, attack +11; 2nd darkvision, entangle; 1st fear, goblin pox, shocking grasp; Cantrips (2nd) produce flame, read aura, stabilize, tanglefoot

Keen Eyes The halfling zealot has a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet. When she targets a concealed or hidden opponent, she reduces the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Reach Spell [one-action] If the next action the halfling zealot takes is to Cast a Spell that has a range, increase that spell’s range by 30 feet.

Wildwood Halfling The halfling zealot ignores difficult terrain from trees, foliage, and undergrowth.

Section 15: Copyright Notice
Pathfinder Adventure Path #151: The Show Must Go On © 2020, Paizo Inc.; Authors: Jason Tondro, with Andrew Mullen, Patrick Renie, David N. Ross, and Michael Sayre.