Magic Resistance. The amber guard has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the amber guard is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The amber guard has the following paladin spells prepared:
At will: compelled duel, searing smite
1/Day: hold person, magic weapon, dispel magic, elemental weapon
Multiattack. The amber guard makes two glaive attacks.
Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage.
Necrotic Gaze (1/Day). The amber guard reveals its deathly gaze, forcing a target that can see it to succeed on a DC 16 Wisdom saving throw. On a failure the target takes 17 (4d8) necrotic damage and is paralyzed. On a success the target takes half damage and is not stunned.
Parry. The amber guard adds 2 to its AC against one melee or ranged attack that would hit it. To do so, the amber knight must see the attacker and be wielding a melee weapon.
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