HolyTrolly
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
For every space the cavalier has moved it gains 1 bonus damage until the end of the turn.
- Lance blow (Reach 2).1d12 .
If the cavalier has charged towards the attacked enemy for at least 6 spaces, the target must make a DC13 STR saving throw. It is knocked prone on a fail. A huge or bigger enemy succeeds on the saving throw automatically.
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
For every space the cavalier has moved this turn it gains 1 bonus damage.
- Lance blow.1d12.
If the cavalier has charged towards the attacked enemy for at least 6 spaces, the target must make a DC12 STR saving throw. It is knocked prone on a fail. A large or bigger enemy succeeds on the saving throw automatically.
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
- •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.
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.
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.
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
- •Ray of energy.1d12+12 Radiant.
Range 12
- •Lesser Restoration.
(1/Encounter) Touch a friendly creature removing up to one negative effect from it and restoring 1d12+12 HP.
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
Has advantage on STR saving throws.
- Longsword strike(x2).1d8+3
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
Has advantage on STR saving throws.
- Longsword strike.1d8+5

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
After an enemy melee attack against the griffin, retaliate and immediately make a melee attack against the same target. Choose either Beak or Talons.
- •Beak.1d10+3
- •Talons.2d4+3

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
After an enemy melee attack against the griffin, retaliate and immediately make a melee attack against the same target. Choose either Beak or Talons.
- •Beak.1d10+2
- •Talons.2d4+2

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
- •Shoot(x2).2d4+1.
Range 8
- •Dagger Slash.1d4+1

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
- •Shoot.2d4+1.
Range 8
- •Dagger slash.1d4+1

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
Unarmored adjacent allies gain medium armor. Adjacent allies with medium armor gain heavy armor.
- •Action - Thurst.1d8+2.
Reach 2
- •Action - Cleave.1d10+2
- •Reaction - Parry.
Reduce the primary attack die by 1 of a melee attack against an ally within Reach 2.

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
- Pike poke.1d8+1