Dwarven Resilience. The shield dwarf noble has advantage on saving throws against poison, and has resistance against poison damage.
Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7/8 (1d8/10 + 3) bludgeoning 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 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.
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.