18 (chain mail, shield)
75 (10d8 + 30)
30 ft.
Con +6, Wis +4
Intimidation +6, Perception +4
Common and one other
4
The knight has advantage on saving throws against being frightened.
The knight's melee weapon attacks score a critical hit on a roll of 19 or 20.
The knight cannot be disarmed when wielding a sword.
The knight makes three melee attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.