Sources
CR
Type
Size
Alignment
Movement

Ashen Knight

Medium Elemental (any race), Lawful Evil

Armor Class 18 (plate armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
15
+2
Saving Throws CON +4, WIS +2
Damage Immunities fire
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Traits

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.

Actions

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.

Reactions

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.

Lore

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.