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Questing Knight in Dungeons & Dragons 5e

Monster Manual (5.5e)

Questing Knight CR: 12

Small to Medium humanoid, any alignment
Armor Class: 18 (Plate Armor)
Hit Points: 202 (27d8 + 81) 27d8+81
Speed: 30 ft

STR

20 +5

DEX

16 +3

CON

16 +3

INT

0 -5

WIS

12 +1

CHA

18 +4

Saving Throws: Strength +9, Constitution +7, Wisdom +5, Charisma +8
Skills: Athletics +9, Perception +5, Persuasion +8
Condition Immunities: Charmed, Frightened
Senses: Passive Perception 15
Languages: Common, & any one language
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +4
by Brian Valenzuela

Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

  • 1/day each: Daylight, Dispel Evil & Good, Greater Restoration, Phantom Steed


  • Aura of Bravery. Creatures of the knight's choice in a 30-foot Emanation originating from it have Immunity to the Charmed & Frightened conditions while there.

    Actions

    Multiattack. The knight makes three attacks, using Greatsword or Longbow in any combination.

    Greatsword. Melee Attack Roll: +9, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage plus 22 (5d8) Radiant damage.

    Longbow. Ranged Attack Roll: +7, range 150/600 ft., one target. Hit: 12 (2d8 + 3) Piercing damage plus 22 (5d8) Radiant damage.

    Suggested Environments

    Any Climate; Any Terrain


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