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.