Knight
Armor Class 18
Hit Points 52 (8d8+16)
Speed 30 ft.
STR 16 +3
DEX 11 +0
CON 14 +2
INT 11 +0
WIS 11 +0
CHA 15 +2
Saving Throws CON+4, WIS+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/Ranged Weapon Attack: +5 to hit.
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Heavy Crossbow. Melee/Ranged Weapon Attack: +2 to hit.
- 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.