Zealot
Level 3 Solo Human
50WIL+ STR-
Castle: Good Morale.

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.

After each hero’s turn, choose one:
  • Ray of heavenly energy.

    Move 6, 2d12 Radiant. Ignores armor. Range 12

  • Send to heaven.

    Move 6, Touch a creature. It must make a DC12 WILL save. On fail it takes 2d12+12 radiant damage and is dazed until the end of its next turn. On success, it takes half damage.

  • Greater restoration (1/Encounter).

    Move 6, Touch a creature. It restores 2d12+12 HP and has all of its negative effects and weaker curses removed.

BLOODIED:

At 25HP the Zealot begins to fly. Whenever he moves 6, he can fly 6 instead. Also the Zealot gains medium armor, as his robes begin to shine and emit light in 6 spaces sphere.

LAST STAND:

Zealot is dying! 25 more damage and he dies. the Zealot gains heavy armor. His robes begin to shine even more intensely and now emit light in 12 spaces. Any creature that begins its turn within 2 spaces of the zealot must now make DC12 STR save or be blinded until the end of its turn.