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.
lightning whip. Ranged Spell Attack: +5 to hit, reach 20ft, one target. Hit: 12 (2d8 + 3)
Hunker Down. The knight stabs his sword into the ground, creating a sphere of lightning around him. This sphere deals 1d8 lightning dmg to any creature that touches it and lasts for three full turns of combat. the sphere cannot protect against physical projectiles, however, spell attacks cannot penetrate the spheres field.
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. This can be used once per turn that is not it's own.
Description
Broken sky knights serve only themselves and their evil masters, swearing to kill anything and everything that lives in the sky realms.
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