Brave. The knight has advantage on saving throws against being frightened.
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.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 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. The knight 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.
Black Eagle General has 1 legendary action per day.
Celebrate Victory (Costs 1 Legendary Action). The monster celebrates its inevitable victory with its allies, two allies of its choice that can hear it and are within 60 feet, can use their reaction to either make a melee weapon attack or gain 5 temporary hit points.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Lair and Lair Actions
Black Eagle General Can do 1 lair action each round!
Lightning strikes a point on the ground the creature can see within 120 feet, creating a 20-foot-high, 5-foot-radius column. Each target in the column's area must make a DC 15 Dexterity saving throw, taking 2d6 lightning damage on a failure or half damage on a success.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.