Iron Will. Igris is immune to being frightened.
Chivalry: If no creature is wielding a weapon in his presence, Igris will place down his weapon, and will fight with his bare hands until someone is wielding a weapon.
Telekinesis: Igris has a strong yet limited ability to move objects or medium to small creatures in a 60 ft range. He can use this as a action to move any object that is medium or small up to 10 ft.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Dominators Touch: Igris reaches out towards a target creature in a 40 foot radius. That creature must make a DC 15 CON saving throw, on a successful save dominators touch is nulified. On a failed save, that creature is restrained for 1 minute or Igris can make a bonus action to throw the creature up to 10ft if the creature is large. Or 20 feet if the creature is medium or small. Can not throw anything large than huge or above, taking 3d8 bludgeoning damage and will have level 3 exhaustion for 1 minute.
Call Weapon: Igris can raise his hand and call a his weapon to his grip as long as it's in a 60 ft range.
Parry. The knight adds 3 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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