Knight
Medium Humanoid any alignment
- Armor Class: 18 (plate)
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: 5.1 SRD (2015 MM), page 400
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
11 (+0) |
14 (+2) |
11 (+0) |
11 (+0) |
15 (+2) |
- Saving Throws: Con +4, Wis +2
- Skills:
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Special Abilities
- Brave: The knight has advantage on saving throws against being frightened.
Actions
- Multiattack: The knight makes two melee attacks.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 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 ft. 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.
Reactions
- 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.
Licensing – Markdown Format