# 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.