Harbinger Myrmidon

CR 6 soldier

medium humanoid (varies), lawful evil

Armor Class: 19 (Splint and Shield)
Hit Points: 76 (9d8+36)
Speed: 30ft
STR
16 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws: STR +7 CON +8
Skills: Athletics +7 Survival +6 Intimidation +4
Senses: Darkvision 60ft, Passive Perception 12
Languages: Common, and one other language

Dark Covenant: While below half hit points, the myrmidon has advantage on attacks and saving throws.

Stand Your Ground: The myrmidon is immune to effects that move it against its will.

Actions

Multiattack: The myrmidon can attack twice, once with its greatspear and once with its shield.

Greatspear: Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 7 (1d8+3) piercing damage.

Shield Bash: Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 15 Strength saving throw or be pushed back 10 feet.

Reactions

Sentinel: The myrmidon can make an opportunity attack against a creature within its reach that attacks one of the myrmidon's allies.