36 lines
1.5 KiB
Markdown
36 lines
1.5 KiB
Markdown
# Knight
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*Medium* *Humanoid* *any alignment*
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- **Armor Class:** 18 (plate)
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- **Hit Points:** 52 (8d8+16)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** 5.1 SRD (2015 MM), page 400
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
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- **Saving Throws**: Con +4, Wis +2
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- **Skills:**
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- **Senses:** passive Perception 10
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- **Languages:** any one language (usually Common)
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### Special Abilities
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- **Brave:** The knight has advantage on saving throws against being frightened.
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### Actions
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- **Multiattack:** The knight makes two melee attacks.
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- **Greatsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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- **Heavy Crossbow:** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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- **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.
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### Reactions
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- **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.
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