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<title>Knight Ab-errant</title>
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<h1>Knight Ab-errant</h1>
<p><em>Large</em> <em>Humanoid</em> <em>any alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (armor scraps)</li>
<li><strong>Hit Points:</strong> 93 (11d10+33)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 231</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>11 (+0)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +7, Dex +4</li>
<li><strong>Skills:</strong> athletics +7, intimidation +4</li>
<li><strong>Damage Vulnerabilities:</strong> psychic</li>
<li><strong>Senses:</strong> passive Perception 10</li>
<li><strong>Languages:</strong> any one language (usually Common)</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Bigger They Are:</strong> Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage.</li>
<li><strong>Harder They Fall:</strong> When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone.</li>
<li><strong>Magic Resistance:</strong> The knight ab-errant has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Reckless:</strong> At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist.</li>
<li><strong>Sweeping Maul:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.</li>
<li><strong>Fist:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.</li>
</ul>
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