Death Burst. When the pillar dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting (1/Day). The pillar can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Brave. The pillar has advantage on saving throws against being frightened.
Ice Glide. The elemental can burrow through ice and snow using a special burrowing speed of 15 feet. While doing so, the elemental doesn't disturb the material it moves through.
Dual Nature. The elemental counts as an elemental of both the water and air sub-types (primary water).
Multiattack. The pillar makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 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 pillar 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.
Frost Breath (Recharge 5-6). The pillar exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 5 (2d8) cold damage on a failed save, or half as much damage on a successful one.
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.
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