Brave. The knight has advantage on saving throws against being frightened
Inspired Leadership (Recharges after a Short Rest). on its turn as a action the knight can order its allies within 60ft to "stay strong" and break all active low level fear and charm effects and give advantage against all charm effects for up to one hour.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 8) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Parry. As a reaction The knight adds +5 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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