Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Bugbear Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing 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.
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.
Description
An elf knight is chained to the wall. He is wounded from torture (currently down to 14 hit points). He gladly takes up arms to aid his rescuers and is willing to serve his rescuers for one year without pay in gratitude for his freedom.
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