Brave. The ashen knight has advantage on saving throws against being frightened.
Ashen Creature. 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.
Multiattack. The ashen knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. 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 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.
Parry. 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.
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.