Sources
CR
Type
Size
Alignment
Movement

Knight of the Mithral Shield

Medium Humanoid (any race), Lawful Good

Armor Class 20 (plate armor, shield)
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
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Traits

Possessed. While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Warhammer. Melee Weapon Attack: +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.

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 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.

Reactions

Parry. 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.