Gleaming Armour. When the Boogie Knight takes fire damage, its armour glows a bright red and sheds dim light in a 5 ft radius until the end of its next turn. Any creature that hits the knight with a melee attack while this effect is active takes 1d6 fire damage. All of the Knight's attacks deal an additional 1d6 fire damage until this effect ends.
Disco Deflection. Any time the Boogie Knight is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 4 to 6, the spell affects the Boogie Knight as normal. On a 1 to 3, the Boogie Knight is unaffected, and the effect is reflected back at the caster as though it originated from the knight, turning the caster into the target.
Spell Storing. A spellcaster that is an ally of the Boogie Knight can cause it to store one spell of 6th level or lower. To do so, the caster must cast the spell on the Boogie Knight. The spell has no effect but is stored within the Knight. The Knight may cast the stored spell using the spell save DC and spell attack bonus of the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Multiattack. The Boogie Knight makes two fist attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 4) bludgeoning damage.
Shield. When a creature makes an attack against another creature the Boogie Knight can see other than itself, it grants a +4 bonus to the target's AC if the boogie guardian is within 5 feet of them.
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