18 (plate armor)
52 (8d8+16)
walk 30 ft.
Con +4, Wis +2
Perception +1
darkvision 60 ft.
any one language (usually Common), Elvish
3
The knight has advantage on saving throws against being frightened.
Shalendra has advantage on saving throws against being charmed, and magic can't put Shalendra to sleep.
The knight makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) 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 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.