Brave. Aristotle has advantage on saving throws against being frightened.
Multiattack. Aristotle makes two attacks with his greatsword or hurls two javelins.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Aristotle 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 him. A creature can benefit from only one Leadership die at a time. This effect ends if Aristotle is incapacitated.
Parry. Aristotle 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.
Furious Defense. After an ally Aristotle can see is dealt damage by a foe within 5 feet of him, he can make a greatsword attack against that foe.
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