Knight
D&D 5e · 2014·Medium Humanoid (any race)·Any Alignment
- Armor class
- 18plate
- Hit points
- 528d8+16
- Challenge
- 3700 XP
- Proficiency
- +2
Speed 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 16 | 11 | 14 | 11 | 11 | 15 |
| Mod | +3 | +0 | +2 | +0 | +0 | +2 |
| Save | +3 | +0 | +4 | +0 | +2 | +2 |
- Senses
- passive Perception 10
- Languages
- any one language (usually Common)
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.