Monster
Knight of the Mithral Shield
Outside your table’s allowed sources
Official reference · SKT · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 20 (plate armor, shield)
- Hit points
- 52 (8d8 + 16)
- Speed
- Walk 25 ft.
- Challenge rating
- 3
- Alignment
- Lawful Good
- Strength
- 16
- Dexterity
- 11
- Constitution
- 14
- Intelligence
- 11
- Wisdom
- 11
- Charisma
- 15
- Passive Perception
- 10
- Saving Throws
- con: +4; wis: +2
- Senses
- darkvision 60 ft.
- Languages
- any one language (usually Common), Dwarvish
- Resistances
- poison
Traits
Possessed
While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).
Brave
The knight has advantage on saving throws against being frightened.
Dwarven Resilience
The knight of the mithral shield has advantage on saving throws against poison, and has resistance against poison damage.
Actions
Multiattack
The knight makes two melee attacks.
Warhammer
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
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.
Reactions
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.