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.