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Knight

Medium humanoid (any race), any alignment

Armor Class
18
plate armor
Hit Points
52
8d8 + 16
Speed
30 ft.
  • STR +3
  • DEX 0
  • CON +2
  • INT 0
  • WIS 0
  • CHA +2
Saving Throws
Con +4, Wis +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge 3 700 XP · Proficiency +2

Traits

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 feet 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.

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