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Knight

Medium humanoid, any
Armor Class 18 (Plate)
Hit Points 52
Speed 30ft

STR
16 +3
DEX
11 0
CON
14 +2
INT
11 0
WIS
11 0
CHA
15 +2

Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any One Language (Usually Common)
Challenge 3


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.


 

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.


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