Medium Human, wayfarer knight, Lawful Neutral
Second Wind (Recharges after Short Rest). As a bonus action, the knight can regain 30 (1d10 + 20) HP.
Fire Tolerance Decrease. Fire-resistant targets are treated as normal; normal as vulnerable; immune as resistant.
Master swordsman, longsword. All melee weapon attacks made with longswords and with one hand, deal an additional 1d8 slasing damage.
Magic resistance. The knight has advantage on saving throws against spells.
Multiattack. The knight makes three attacks with the Blade of Belial. Blade of Belial. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d8+7 slashing damage + 2d6 fire damage. Chains of Hell. The Knight chooses a creature in 100ft. The target makes a DC18 Dexterity saving throw , taking 6d6 fire damage and is restrained for 1 minute on a fail, on a succes the target takes only half the damage and is not restrained. The restrained creature can attempt to free itself at the end of its turns with a DC 18 strength or dexterity saving throw.
Parry. The knight adds +3 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.
The knight can use 3 legendary actions per round, only one at a time, and only at the end of another creature’s turn. Ember Step. The knight moves up to 30 ft. without provoking opportunity attacks. Cleave. Makes a single attack with the Blade of Belial. Flame Cloth. The flames on the armor strike around the Knight, all creatures in a 5ft. radious around him make a DC18 DEX saving throw, taking 4d8 fire damage on a fail or half as much on a succes.