Knight | Monsters

Type Humanoid
Hit Points 52 (8d8 + 16)
Armor Class 18
Challenge 3, 700 XP
Speed 30 Ft.
Size Medium
Alignment Any Alignment
Languages Any One Language (usually Common)
Senses Passive Perception 10
Skills
Saving Throws Con +4, Wis +2
Strength Dexterity Constitution Intelligence Wisdom Charisma
16 11 14 11 11 15

Description

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.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

This data is distributed under the Open Gaming License v 1.0a . Copyright 2000, Wizards of the Coast, LLC.

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