Knight
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Basic
Size: Medium
Type: humanoid
Alignment: any alignment
Health
Hit Points: 52
Hit Dice: 8d8
HP Roll: 8d8+16
Armor
Type: armor
Value: 18
Movement
Walk: 30 ft.
Fly: None
Swim: None
Ability Scores
Strength: 16
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdom: 11
Charisma: 15
Proficiencies
- Saving Throw: CON: +4
- Saving Throw: WIS: +2
Senses
- passive_perception: 10
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
None
Condition Immunities
None
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: 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.
Legendary Actions
NoneOther Information
Languages: any one language (usually Common)
Challenge Rating: 3
Proficiency Bonus: 2
XP: 700