Medium elemental (any race), Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 52 (8d8 + 16) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
| Saving Throws | Con +4, Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
The ashen knight has advantage on saving throws against being frightened.
When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
The ashen knight makes two melee attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Ranged Attack Roll: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
For 1 minute, the ashen 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 ashen knight. A creature can benefit from only one Leadership die at a time. This effect ends if the ashen knight is incapacitated.
The ashen knight adds 2 to its AC against one melee attack that would hit it. To do so, the ashen knight must see the attacker and be wielding a melee weapon.