- Challenge
- 3
- XP
- 700
- Size
- Medium
- Type
- humanoid
- Alignment
- any alignment
- Armour Class
- 18
- Hit Points
- 52
- Hit Dice
- 8d8 + 16
- STR
- 16
- DEX
- 11
- CON
- 14
- INT
- 11
- WIS
- 11
- CHA
- 15
Traits
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 feet 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. Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Senses: passive Perception 10. Languages: any one language (usually Common). Saving throws: Con +4, Wis +2. Speed: 30 ft..
SRD 5.1, p.400 · OGL 1.0a