LGtC:Perfect Knight of Order

Perfect Knight of Order
Medium fiend (daedra), lawful neutral

Armor Class 18 (plate)
Hit Points 90
Speed 30 ft.

16 (+3) 12 (+1) 14 (+2) 19 (+4) 13 (+1) 10 (+0)

Saving Throws Int +7
Skills {{{skills}}}
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances Force, Lightning
Damage Immunities {{{immunities}}}
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 10
Languages Daedric, any one other language (usually Nibenese)

Challenge 8 (3,900 XP)Proficiency Bonus +3
Daedric Weapons. The knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 4 force damage (included in the attack)

Dark Devotion. The knight has advantage on saving throws against being charmed or frightened.

Innate Spellcasting. The knight's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shocking grasp

1/day each: calm emotions, detect magic, dispel magic, silence

Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.
Multiattack. The knight makes two attacks attacks with either its bound longsword or bound longbow.

Bound Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 force damage.

Bound Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, or 7 (1d8 + 3) slashing damage if used with both hands, plus 4 force damage.
Bonus Actions
Bound Weapons. The knight summons a daedric weapon that can use its Personality modifier for attack and damage rolls, rather than Strength or Agility. The damage from this weapon is magical.
Parry. The knight adds 3 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.

Found In: Legionnaire's Guide to Cyrodiil