Knight of the Mithral Shield

Storm King's Thunder p. 79

Size
Medium
Type
humanoid (dwarf)
Alignment
any alignment
AC
18 (plate armor)
Hit Points
52 (8d8+16)
Speed
walk 25 ft.
Saving Throws
Con +4, Wis +2
Resistances
poison
Senses
darkvision 60 ft.
Passive Perception
10
Languages
any one language (usually Common), Dwarvish
Challenge
3
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
15
+2

Traits

Possessed

While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).

Brave

The knight has advantage on saving throws against being frightened.

Dwarven Resilience

Knight of the Mithral Shield has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack

The knight makes two melee attacks.

Warhammer

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Heavy Crossbow

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest)

For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

recharge

SHORT

Reactions

Parry

The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Other data

description