Holy Knight A5E
CR 6 humanoid
Medium humanoid, chaotic evil
While the knight is conscious, allies within 10 feet are immune to being frightened.
Actions
The knight attacks twice with their greatsword.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d8) radiant damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
The knight touches a willing creature or themself and restores 30 hit points.
The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details