Knight

Medium Humanoid (any race), any alignment (CR 3)

Armor Class 18 plate

Hit Points 52 (8d8+16)🎲

Speed 30 ft.


STR

16 (+3)

DEX

11 (+0)

CON

14 (+2)

INT

11 (+0)

WIS

11 (+0)

CHR

15 (+2)


Skills

Senses passive Perception 10

Languages any one language (usually Common)

Challenge Rating 3

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.


sizeMedium

typeHumanoid

groupNPCs

alignmentany alignment

strength_save

dexterity_save

constitution_save4

intelligence_save

wisdom_save2

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr3

reactionsname: Parry,desc: 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.

legendary_desc

legendary_actions

special_abilitiesname: Brave,desc: The knight has advantage on saving throws against being frightened.

spell_list

page_no400

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

Find the complete stats on: Open5e

5e Core Rules, page no. 400
Other formats: JSON

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