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
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.