Brave. The knight has advantage on saving throws against being frightened.
Armor Sleuth. The knight gets a +2 to attack rolls against enemies wearing armor as with it's age it can read exactly how to breach any armor.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 4 (1d6) piercing damage.
Steady Blade. Held Action: While attacked after the knight uses steady blade on its turn it may attempt a dodge by rolling equal to or above the incoming hit roll, if successful half the incoming damage and roll an unarmed strike on the opposing enemy.
The Cornerstone Knight gets 2 reactions a round.
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.
Counter. After taking full damage from an attack the knight strikes back at alarming speeds dealing the exact amount of damage back.
Sidestep. If the knight has movement that it didn't use on it's turn it may use that movement to sidestep an incoming attack by moving 5 feet in any direction away from the attacker, and avoid half of all damage from it.
Description
A fallen knight of the Cornerstone Faction, zombified by a sacred rite performed on them to keep their body functioning even after the passing of the soul. Bodies fulfilling the purpose of life but without a soul they simply become ravenous beasts wandering the world and often finding themselves in areas concentrated with the dead.
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