Armor Class 20 ({@item plate armor|PHB}, {@item shield|PHB})
Hit Points 150 (20d8 + 60)
Speed 30 ft.
Saving Throws WIS +7, CHA +7
Skills Arcana +6, History +6
Condition Immunities blinded, charmed, frightened
Senses passive Perception 13
Languages Common plus any one language
Challenge 9
Aura of Protection. The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the incapacitated condition.
Multiattack. The knight makes three Sunspear attacks.
Sunspear. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) radiant damage, or 21 (5d6 + 4) radiant damage if the target is a Fiend or an Undead.
Solar Flare (Recharge 5–6). The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight's choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight.
BMT, p. 75