b'Wyrmwood Knight \n'b'  Medium   humanoid  (human),  lawful good  \n'b'  Armor Class  20 (plate armor and shield)  Hit Points  162 (16d8 + 48)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  16 (+3)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Cha  +5,  Con  +6,  Wis  +4  Skills   Persuasion  +5,  Religion  +4  Senses  passive  Perception  12  Languages  Iesani, any one additional language  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Courage . The wyrmwood knight and any allies with 30 ft. of the Knight can\xe2\x80\x99t be  frightened  while the knight is conscious. \n'b'  Indomitable (2/Day) . The knight rerolls failed saving throws. \n'b'  Rallying Cry (Recharges after a short or long rest) . As a bonus action, the wyrmwood knight can choose up to 3 allied creatures within 60 feet (including itself) that can see or hear it. Each target regains 14  hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The knight makes three  melee attacks . \n'b'  Great Weapon .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (3d6+4) slashing damage. \n'b'  Heavy Crossbow .  Ranged Weapon Attack : +4 to hit, range 100/400 ft., one target.  Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Parry . The wyrmwood 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.'