Knight
Knight
Medium humanoid, any alignment
- Armor Class 18 (plate)
- Hit Points 52 (8d8)
- Speed 30 ft.
- STR
16 (+3) - DEX
11 (+0) - CON
14 (+2) - INT
11 (+0) - WIS
11 (+0) - CHA
15 (+2)
- Saving Throws Con +4, Wis +2
- Senses passive Perception 10
- Languages any one language (usually Common)
- Challenge 3 (700 XP)
- 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.