Medium Humanoid, Any Alignment
Armor Class 18 (Plate)
Hit Points 125 (5d12 + 15)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +7, CON +5
Skills Athletics +7, Perception +5
Damage Resistances Poison
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Mechanical Lock. While the Knight is on top an Armoured mount. The rider can not be removed from the mount unless the rider does. Furthermore if the mount or the rider needs to make a saving throw each roll and take the better of the two. If either succeed and would take half damage they instead take no damage. 

Magical Weapons. The weapons are considered magical for overcoming resistances.

Armoured Mount. The riders mount is fitted with protection the ac of the knights mount becomes an 18 and has resistance to bludgeoning piercing and slashing damage from non magical sources. Furthermore it gains 50 hp as the armour protectors the mount, and gains a plus 3 to all attacks and damage. Additionally the damage is considered magical.

Filtrated Suit. The suit detects hazards locations granting the user advantage on poisoned effects and takes half damage from poison. Furthermore the suit has an air supply that can supply the user with an hour worth of clean breathable air. 

Master of the Battle Field. If an enemy comes within 10 feet of the Knight, the knight may make an opportunity attack as a reaction on a hit the targets speed is reduce to zero. 

Sense the Unholy. The suit can detect the trace of any undead in a 60 foot radius. If the undead are behind total cover or a thin piece of lead the suit can’t detect it. 

Holy Fall. If the Knight or the mount drop to zero hit points the knights armour burst with a holy mist in a 10ft radius around the knight. The holy must deals 2d8 to every undead int he radius.

Actions

Multiattack. The Knight makes two Halberd attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d12 + 4) slashing damage. 

Reactions

Hold the Line. If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll.

Lordhuntsmith2045

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