Dream Squire

Medium fey, Neutral

Armor Class

15 (chain shirt)

Hit Points

71 (13d8+13)

Speed

walk 30 ft.

Saves

Wis +2

Skills

Athletics +4, Perception +2

Condition Immunities

exhaustion

Senses

darkvision 60 ft.

Languages

Common

Challenge

2

Bound Devotion

The dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master.

Master's Bond

The dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane. A dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics).

Actions

Multiattack

The dream squire makes two melee attacks.

Mace

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage.

Light Crossbow

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.