# Knight Ab-errant *Large* *Humanoid* *any alignment* - **Armor Class:** 14 (armor scraps) - **Hit Points:** 93 (11d10+33) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2, page 231 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 12 (+1) | 17 (+3) | 10 (+0) | 11 (+0) | 13 (+1) | - **Saving Throws**: Str +7, Dex +4 - **Skills:** athletics +7, intimidation +4 - **Damage Vulnerabilities:** psychic - **Senses:** passive Perception 10 - **Languages:** any one language (usually Common) ### Special Abilities - **Bigger They Are:** 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. - **Harder They Fall:** 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. - **Magic Resistance:** The knight ab-errant has advantage on saving throws against spells and other magical effects. - **Reckless:** 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. ### Actions - **Multiattack:** The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist. - **Sweeping Maul:** 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. - **Fist:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.