Knight Ab-errant
Large Humanoid, any alignment (CR 5)Armor Class 14 armor scraps
Hit Points 93 (11d10+33)
Speed 30 ft.
19 (+4)
12 (+1)
17 (+3)
10 (+0)
11 (+0)
13 (+1)
Skills athletics 7, intimidation 4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge Rating 5
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.
sizeLarge
typeHumanoid
group
alignmentany alignment
strength_save7
dexterity_save4
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilitiespsychic
damage_resistances
damage_immunities
condition_immunities
cr5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Bigger They Are,desc: 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.,name: Harder They Fall,desc: 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.,name: Magic Resistance,desc: The knight ab-errant has advantage on saving throws against spells and other magical effects.,name: Reckless,desc: 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.
spell_list
page_no231
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 231