False Appearance. While Albert remains motionless, he is indistinguishable from a normal suit of armor.
Steel Wall. Creatures provoke attacks of opportunity from Albert even if they take the disengage action. Whenever a creature provokes an attack of opportunity from Albert, he can make an additional attack against that creature. If both attacks hit, the creature's speed becomes 0 for the rest of the turn.
Unshackled Terror. (1/Day) When Albert is reduced to 0 hit points, any civilized thoughts recede to the back of his mind as he loses control of his form and regains half of his maximum hit points. In this unshackled form Albert cannot speak, is hostile to all creatures he sees, and can only be returned to his normal state with a successful DC 17 (Charisma) Persuasion check. This check has advantage if Albert respects or is otherwise friendly towards the creature making it when he isn't unshackled.
Magic Weapons. Albert's weapon attacks are magical.
Multiattack. Albert makes two melee attacks. If both hit the same target, Albert can make an additional Slam attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Bite. (Unshackled form only) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.
Knightly Heart. (3/day) (Normal form only) Whenever a non-hostile creature that Albert can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Albert. A creature can benefit from only one Leadership die at a time. This effect ends if Albert is incapacitated.
Parry. Albert adds 2 to his AC against one melee attack that would hit him. To do so, Albert must see the attacker and be wielding a melee weapon.
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