Shalendra Floshin

Tales from the Yawning Portal p. 119

Size
Medium
Type
humanoid (elf)
Alignment
any alignment
AC
18 (plate armor)
Hit Points
52 (8d8+16)
Speed
walk 30 ft.
Saving Throws
Con +4, Wis +2
Skills
Perception +1
Senses
darkvision 60 ft.
Passive Perception
10
Languages
any one language (usually Common), Elvish
Challenge
3
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
15
+2

Traits

Brave

The knight has advantage on saving throws against being frightened.

Fey Ancestry

Shalendra has advantage on saving throws against being charmed, and magic can't put Shalendra to sleep.

Actions

Multiattack

The knight makes two melee attacks.

Greatsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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