Knight
Medium Humanoid (any race), any alignment (CR 3)Armor Class 18 plate
Hit Points 52 (8d8+16)
Speed 30 ft.
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
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