Knight
Medium Humanoid
(Any Race)
, Any Alignment
• Armor Class: 18
• Hit Points: 52 (8d8+16)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
11 (+0) |
14 (+2) |
11 (+0) |
11 (+0) |
15 (+2) |
• Saving Throws:
Con +4, Wis +2
• Languages:
any one language (usually Common)
• Challenge:
3 (700 XP)
• Environments:
Urban
• 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.