Eternal Guadian. The Ancient Elven Knight cannot be reduced below 1 Hit Point. Whenever it would be reduced to 0 HP, it instead remains at 1 HP. The Knight can only end its Trial when all hostile creatures willingly abandon their intent to fight.
Guardian of Peace. The Knight never makes Opportunity Attacks. It never attacks unconscious creatures. It never attacks a creature that has willingly stopped fighting.
Trial of Peace
A creature is considered to have abandoned combat if it:
- Sheathes or drops its weapon willingly.
- Stops casting offensive spells.
- Clearly declares it no longer wishes to fight.
The Knight immediately ignores that creature unless attacked again.
Multiattack. The knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Disarming Strike. Instead of dealing damage. The knight attempts to disarm. Target creature must succeed on a DC 15 Streght or Dexterity saving throw or drop one held weapon at its feet.
Defensive Stance (Recharge 5-6). Until the start of the knight's next turn, AC becomes 21 and advantage on Dexterity saving throw.
Guiding Stance. Choose one creature within 30 ft. That creature has disadvantage on its next attack roll against the knight.
Parry. The knight adds 4 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.
Riposte. If a melee attack misses the knight, it may immediately make one Longsword attack against that creature.
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.
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