Medium humanoid (any race), Lawful Good
| Armor Class | 20 (plate armor, shield) |
|---|---|
| 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 | — |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).
The knight has advantage on saving throws against being frightened.
The knight makes two melee attacks.
Melee Attack Roll: +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 Attack Roll: +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.
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.