Brave. The knight has advantage on saving throws against being frightened.
Multiattack. Alkin makes two melee attacks or three Raven Feathers attacks.
Greatspear. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d6 + 8) piercing damage.
Raven Feathers. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: (2d10) piercing damage.
Leadership (3/day). For 1 minute, Alkin can utter a special command or warning whenever a nonhostile creature that it can see within 60 feet of it makes an attack roll or a saving throw. The creature can add a d10 to its roll provided it can hear and understand Alkin. A creature can benefit from only one Leadership die at a time. This effect ends if Alkin is incapacitated.
Parry. Alkin adds 4 to its AC against one melee attack that would hit it. To do so, Alkin must see the attacker and be wielding a melee weapon.
Recoil. When Alkin gets damaged, he may used up to half his movement speed without provoking opportunity attacks.
Legendary Spearmen. When a Hostile creature enters Alkin's attack range, he may make one spear attack at them.
The Fires of War. (2 Actions) Fire begins to swirl around Alkin's Spear, Adding 2d8 Fire Damage to any attacks he makes with his spear next turn.
Raven's Stance (1 Action) Alkin's Stance Allows him to take a second Reaction this round.
Intimidating Stature (2 Actions) Alkin's Body Movement Allows him to Intimidate anyone within 30 feet of him. Wisdom Save: 18
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