Shalendra Floshin

Medium humanoid (elf), Any alignment

Armor Class

18 (plate armor)

Hit Points

52 (8d8+16)

Speed

walk 30 ft.

Saves

Con +4, Wis +2

Skills

Perception +1

Senses

darkvision 60 ft.

Languages

any one language (usually Common), Elvish

Challenge

3

Brave

The knight has advantage on saving throws against being frightened.

Fey Ancestry

Shalendra has advantage on saving throws against being charmed, and magic can't put Shalendra to sleep.

Actions

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.

Heavy Crossbow

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest)

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 d4 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.