Files
5ead/monsters/md/5.1_srd_(2015_mm)/knight.md

36 lines
1.5 KiB
Markdown
Raw Normal View History

2025-06-07 07:58:30 -05:00
# Knight
*Medium* *Humanoid* *any alignment*
- **Armor Class:** 18 (plate)
- **Hit Points:** 52 (8d8+16)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** 5.1 SRD (2015 MM), page 400
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
- **Saving Throws**: Con +4, Wis +2
- **Skills:**
- **Senses:** passive Perception 10
- **Languages:** any one language (usually Common)
### 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 (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.