TEXT: EN World EN5idEr | Villain Spotlight: Eshaq the Zealotous
   
  writing Robert Lashley
   color art Indi Martin
   
  maps Meshon Cantrill
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  T
  his potent mummy lord is a 
  step above other embalmed 
  undead with a rich backstory, ad-
  venture hooks, a unique lair, and the 
  zealotous template available for use 
  by other reanimated magic users. 
  The Lord of the Delta
  Along the banks of a lush and verdant 
  river delta rests the tomb of an oppres-
  sive evil force, a reminder of an earlier 
  age when the river was much larger and 
  more powerful: the lair of Eshaq the 
  Zealotous. For thousands of years an el-
  ven civilization called this region home, 
  dedicating themselves to agriculture and 
  self-enlightenment. Maintaining the land 
  on which they thrived bred a pure way of 
  life, their physical labor and the rewards 
  of their work enough to prosper—before 
  Eshaq’s corruptive influence bent them to 
  his will.
  VILLAIN SPOTLIGHT
  ESHAQ
  The Zealotous
  
  Villain Spotlight: Eshaq the Zealotous | EN World EN5idEr
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  Born to noble blood, quick of wit, highly charis-
  matic, and equipped with a sharp tongue, Eshaq 
  forged relationships and built influence within 
  the community. None suspected that the likable 
  cleric was the prophet of the God of the Eclipsed 
  Sun as he rose through the ranks of society’s elite 
  and ultimately he convinced the delta elves that 
  they should no longer be content to work the land 
  themselves—he and his followers sought the labor 
  of short-lived races, forcing them into servitude for 
  the nearly immortal slender folk. Meanwhile this 
  left his peoples to the finer things in life such as dis-
  cussing esoteric concepts in salons while sipping 
  wine. Gnomes, humans, dwarves, and a variety of 
  other creatures worked the fields in the elves’ stead 
  while Eshaq and his disciples revelled in the spoils 
  of their slaves’ hard work.
   After centuries of oppressive rule the serfs re-
  volted and murdered Eshaq in his sleep. While 
  many of the elves were killed in the uprising a 
  handful escaped, yet with their leader gone and 
  their culture in shambles all seemed lost. His re-
  maining disciples set about embalming the cleric’s 
  corpse—their highest honor, a reward fit for a 
  man that spent his lifetime in faithful servitude 
  to the God of the Eclipsed Sun—and to act as 
  his consorts in the life after death, two priests of 
  each gender were also interned in Eshaq’s eternal 
  paradise along with the corpses of lesser followers 
  killed during the revolt buried in a mass grave in 
  nearby to continue on as his servants beyond the 
  veil. Centuries have passed since his last disciples 
  died out and his tyrannical rule of the delta re-
  gion slipped into obscurity, joining the God of the 
  Eclipsed Sun with the forgotten memories of an 
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  uncaring world—until now. The potent spellcaster 
  has been pressed into service by his deity once 
  more, banished to walk the mortal realm. 
  Enraged by the betrayals that allowed for a slave 
  revolt, Eshaq is filled with a loathing and contempt 
  so profound it exceeds anything that he ever felt in 
  life. The mummy lord decimates any elves he can 
  find. No longer content to proselytize for the God 
  of the Eclipsed Sun, he takes perverse pleasure in 
  slaughtering his former kin to prevent them from 
  worshipping his deity. The only living humanoids 
  that Eshaq won’t kill on sight are humans: not be-
  cause he has any love for the common man—he 
  has only contempt for them—but because they 
  are one of the shortest-lived of the races, enduring 
  primitive squalor and unworthy of death (a re-
  lease from the pathetic misery of their empty and 
  meaningless lives). 
  Hooks
  •	Folklore has made a powerful lord aware of 
  the river delta region’s history and she is eager 
  to see if the area can be resettled, hiring the 
  party to thoroughly investigate the matter.
  •	The PCs have been commissioned by a re-
  spected sage to research the disappearance 
  of adventuring parties that were last seen on 
  their way into the river delta.
  •	A small settlement has been established as an 
  outpost for a major trading hub but it’s been 
  beleaguered by bands of attacking undead. 
  Wealthy merchants have hired the party to 
  locate the source of these assaults and bring 
  them to a close.
  •	All the residents of a newly constructed village 
  have gone missing—the nobles and traders 
  with interests in the settlement have tasked the 
  adventurers with finding out where they have 
  gone and why.
  •	A small city in the delta region has been nearly 
  razed to the ground and the few survivors that 
  escaped tell wild stories about monstrosities 
  wrapped in bandages, the powerful magic they 
  wield sucking the very life out of their victims.
  
  EN World EN5idEr | Villain Spotlight: Eshaq the Zealotous
  Eshaq the Zealotous
  Medium undead (zealotous), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 128 (15d8+60)  
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  18 (+4) 
  11 (+0) 
  18 (+4) 
  16 (+3)
  Saving Throws con +10, int +6, wis +10, cha +9
  Skills History +6, Religion +6 
  Damage Vulnerabilities fire
  Damage Resistances radiant
  Damage Immunities necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, fright-
  ened, paralyzed, poisoned
  Senses darkvision 60 ft., passive perception 14
  Languages Common, Elven
  Challenge 17 (18,000 XP)
  Magic Resistance. Eshaq has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. Once destroyed Eshaq gains a new body 
  in 24 hours if his heart is intact, regaining all of his 
  hit points and becoming active again. His new body 
  appears within 5 feet of his heart. 
  Spellcasting. Eshaq is a 13th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 19, +10 to 
  hit with spell attacks). Eshaq has the following cleric 
  spells prepared:
  Cantrips (at will): sacred flame, thaumaturgy
  1st level (4 slots): command, guiding bolt, shield of faith
  2nd level (3 slots): hold person, silence, spiritual 
  weapon
  3rd level (3 slots): animate dead, dispel magic
  4th level (3 slots): divination, guardian of faith
  5th level (2 slots): contagion, geas
  6th level (1 slot): harm
  7th level (1 slot): symbol
  ACTIONS
  Multiattack. Eshaq can use his Dreadful Glare and make 
  one attack with his rotting fist.
  Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 14 (3d6+4) bludgeoning damage plus 
  24 (7d6) necrotic damage. If the target is a creature, it 
  must succeed on a DC 18 Constitution saving throw or 
  be cursed with mummy rot. The cursed target can’t 
  regain hit points, and its hit point maximum decreases 
  by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic.
  Dreadful Glare. Eshaq targets one creature he can 
  see within 60 feet. If the target can see Eshaq, it must 
  succeed on a DC 17 Wisdom saving throw against this 
  magic or become frightened until the end of Eshaq’s 
  next turn. If the target fails the saving throw by 5 or 
  more, it is also paralyzed for the same duration. A 
  target that succeeds on the saving throw is immune to 
  the Dreadful Glare of all mummies, mummy lords, and 
  Eshaq for the next 24 hours.
  LEGENDARY ACTIONS
  Eshaq can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s 
  turn. Eshaq regains spent legendary actions at the start 
  of his turn.
  * Attack. Eshaq makes one attack with his rotting first 
  or uses his Dreadful Glare.
  * Blinding Dust. Blinding dust and sand swirls magically 
  around Eshaq. Each creature within 5 feet of Eshaq 
  must succeed on a DC 18 Constitution saving throw or 
  be blinded until the end of the creature’s next turn.
  * Swarm of Locusts. Eshaq exhales a swarm of locusts. 
  The swarm spreads around corners. Creatures within 
  60 feet of Eshaq take a –1 penalty to AC until the end of 
  Eshaq’s next turn. 
  * Blasphemous Word (Costs 2 Actions). Eshaq utters a 
  blasphemous word. Each non-undead creature within 
  10 feet of Eshaq that can hear the magical utterance 
  must succeed on a DC 17 Constitution saving throw or 
  be stunned until the end of Eshaq’s next turn.
  * Channel Negative Energy (Costs 2 Actions). Eshaq 
  magically unleashes negative energy. Creatures within 
  60 feet of Eshaq, including ones behind barriers and 
  around corners, can’t regain hit points until the end of 
  Eshaq’s next turn.
  * Whirlwind of Sand (Costs 2 Actions). Eshaq magically 
  transforms into a whirlwind of sand, moves up to 60 
  feet, and reverts to his normal form. While in whirlwind 
  form, Eshaq is immune to all damage, and cannot be 
  grappled, petrified, knocked prone, restrained, or 
  stunned. Equipment worn or carried by Eshaq remains 
  in his possession.
  
  Villain Spotlight: Eshaq the Zealotous | EN World EN5idEr
  Lair
  Carved into the side of a sheer pink sandstone cliff 
  awaits Eshaq’s lair. The GM should include what-
  ever traps the adventurers may not be expecting in 
  the passages leading inside (collapsing roof, falling 
  net, fire-breathing statues, pits, poison darts, rolling 
  boulders, and possibly even a sphere of annihilation), 
  increasing the DCs accordingly (minimum DC 18 
  to notice, disable, or avoid) and when appropriate 
  increasing the damage a trap deals (minimum 20).
  Deep within the cavernous structure rests an an-
  techamber that once served as the altar for the God 
  of the Eclipsed Sun, now the dais for Eshaq’s sar-
  cophagus. His stone coffin is covered with minerals 
  so dark they pull the light out of the air—it’s only 
  visible because it is the blackest spot in any room. 
  When inspected closely it’s clear that care was taken 
  to carve his likeness into the lid of his final resting 
  place, markedly different from the four sarcophagi 
  (one in each corner of the chamber containing Es-
  haq’s quartet of consorts). One of the largest areas 
  in the lair is a cavern located towards the entrance 
  that contains the mass grave for the serfs killed 
  during the revolt. A successful DC 18 Intelligence 
  (Investigation) check on the sarcophagus reveals a 
  hidden compartment containing Eshaq’s heart.
  Eshaq has a Challenge Rating of 18 when encoun-
  tered in his lair. 
  LAIR ACTIONS
  On initiative count 20 (losing all initiative ties), Eshaq can 
  use one of his lair action options. He can’t do so while 
  incapacitated or otherwise unable to take actions. If 
  surprised, Eshaq can’t use one until after his first turn in 
  the combat, and cannot repeat the use of a lair action 
  the round after it has been used.
  * Rocks fall from a 10-foot-by-10-foot section of the roof 
  chosen by Eshaq. Creatures in the area must succeed 
  on a DC 14 Dexterity saving throw or take 3 (1d6) dam-
  age and be knocked prone. 
  * A noxious gas fills a 30-foot-radius sphere centered 
  on a point of Eshaq’s choice. When the cloud ap-
  pears, each creature within its area must make DC 14 
  Constitution saving throw. On a failed save, a creature 
  is poisoned for 1d4 rounds.
  * A 10-foot-by-10-foot section of floor chosen by Eshaq 
  turns into a pit of quicksand 3-feet deep. When the 
  quicksand appears, each creature within its area must 
  make a DC 14 Dexterity saving throw. A creature takes 
  7 (2d6) bludgeoning damage and are restrained for 1d4 
  rounds on a failed save. 
  * A cloud of scarabs swarm in a 30-foot-radius sphere 
  centered on a point of Eshaq’s choice. When the scar-
  abs appear, each creature within its area must make a 
  DC 14 Constitution saving throw. A creature takes 10 
  (3d6) slashing damage on a failed save, or half as much 
  damage on a successful one.
  
  EN World EN5idEr | Villain Spotlight: Eshaq the Zealotous
  
  Villain Spotlight: Eshaq the Zealotous | EN World EN5idEr
  Zealotous Undead
  Zealotous undead originate from all walks of life—dea-
  cons, shamans, monks—and the only common thread 
  between them is their faith. Life after death has made 
  them even more religiously fanatical, some so mad-
  dened by their zeal that their piety transforms into 
  blasphemy and sacrilege.
  Zealotous Template
  Any undead capable of casting spells can become a zeal-
  otous undead. It keeps its statistics, except as follows.
  Challenge & Proficiency Bonus. Recalculate the 
  creature’s challenge rating and proficiency bonus after 
  you apply the template.  
  Armor Class. The zealotous undead’s AC increases 
  by 1.
  Hit Dice. The zealotous undead gains 2 hit dice and 
  increases its hit points by an amount equal to two hit 
  dice plus double its Constitution modifier (minimum 0).
  Ability Score Increase. The zealotous undead’s 
  Strength increases by 2 and its Constitution increases 
  by 1.
  Damage Resistances. The zealotous undead gains 
  resistance to radiant damage. If the base creature has 
  vulnerability to radiant damage, it loses vulnerability to 
  radiant damage instead..
  Damage Immunities. The zealotous undead gains 
  immunity to necrotic damage.
  Condition Immunities. The zealotous undead gains 
  immunity to the charmed condition.
  Spells. The zealotous undead gains one spell slot of a 
  level higher than their highest spell slot (maximum 9th 
  level). This spell slot must be used on a cleric spell. In 
  addition, the zealotous undead’s spell save DC increases 
  by 1. 
  Zealotous Attacks. The zealotous undead’s melee 
  weapon attacks deal an extra 3 (1d6) necrotic damage.
  New Action: Swarm of Vermin. The zealotous 
  undead exhales a swarm of vermin (locusts, flies, or 
  whatever insects are most appropriate). The swarm 
  spreads around corners. Creatures within 60 feet of the 
  zealotous undead take a –1 penalty to AC until the end of 
  the zealotous undead’s next turn. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 212 - Eshaq The Zealotous.pdf