Spellcasting. The knight is a 5th-level spellcaster. Its spellcasting ability is Strength (spell save DC 16, +8 to hit with spell attacks). It does not need verbal or somatic components to cast its spells. The knight has following spells prepared:
Cantrips (at will): Eldritch Blast, Minor Illusion, Mind Sliver
1st level (4 slots): Thunderous Smite, Magic Missile 2nd level (3 slots): Blur, Invisibility, Misty Step 3rd level (2 slots): Fear, Haste
Potent Blast. The knight adds its Strength modifier to the damage roll when it casts Eldritch Blast. In addition, when it casts Eldritch Blast, it has a 300 foot range and ignores half cover.
Magic Sense. The knight is always under the effect of a Detect Magic spell.
Limited Magical Immunity. The knight is immune to cantrips and 1st level spells, unless it chooses to be affected. Against higher level spells, and other magical effects, it has advantage on saving throws.
False Appearance. When completely still, the knight appears indistinguishable from a normal suit of plate armor.
Special Equipment. The knight has a Ruby Of The War Mage attached to its weapon and is attuned to it, allowing it to use the weapon as a spellcasting focus.
Multiattack. The knight makes 2 melee attacks. It can replace 1 of these attacks with a cantrip it knows.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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