Medium elemental, lawful evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Con +4, Wis +2
- Damage Immunities
- fire
- Senses
- passive Perception 10
- Languages
- any one language (usually Common)
Traits
The ashen knight has advantage on saving throws against being frightened.
When the ashen 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.
Actions
The ashen 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 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.
Reactions
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.