Brave. The knight has advantage on saving throws against being frightened.
Clerical Artifacts. With wielded crowns and shackled talismans Bravsnir gains faint powers of the gods. Bravsnir has resistances to Radiant, Fire, and Thunder damage. Also is immune to Necrotic damage. As well as gaining the ability to cast certain spells.
Spell-casting. Bravsnir's spell casting modifier is CHA. He has the following spells; Banishment, Guardian of Faith, Insect Plague, Hallucinatory Terrain, and Vampiric Touch. He can only cast each spell at there respective levels.
Multiattack. The knight makes two attacks.
Daeblade. Melee Weapon Attack: +5; to hit, reach 5 ft., one target. Hit: 24 (2d6 + 3); slashing damage, (2d12 + 2); necrotic damage.
Steel Splitter. Ranged Weapon Attack: +5; to hit, range 100/400 ft., one target. Hit: 15 (3d10); piercing damage.
Infernal Charisma. For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 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. Bravsnir 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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