Medium Humanoid, Lawful Neutral
Armor Class 19 Natural
Hit Points 74 (10d10 + 24)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws CON +6, WIS +4
Condition Immunities Petrified
Senses Passive Perception 14
Languages Any one language (usually Common) , basic giant, basic Yuan-Ti
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Crossbow Expert. The Knight ignores loading property of crossbows, and doesn’t have disadvantage on attacks within 5 feet. When they attack with a one handed weapon they may use a bonus action to attack with a hand crossbow already being held.

Actions

Multiattack. The knight makes two melee attacks.

Emerald Soul Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:  13 (2d10 + 3) radiant damage. Bonded to it’s user’s soul, the dagger has an embedded crystal that cracks releasing the essence if the user is killed. The dagger loses it’s magical properties if this happens.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d8 + 3) radiant damage. The knight prepares these bolts with slivers of emerald soul and the help of a sorcerer in the group. They are effective for destroying zombies, and the knight can hold up to 20 bolts at a time. The bolts shatter on impact releasing the radiant energy back to the knight and destroying the bolt. 

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.

Description

Knights of the Emerald Enclave have been dispatched throughout the Island of Chult to lead groups of scouts, gather reconnaissance about the population of the undead, and lead their men fiercely to destroy any undead encountered. They will fight alongside adventurers who earn their trust, but they are wary of anyone they meet in the jungle. Their scouts can give them information about a party’s intentions. 

Knight in this context recognizes expert survival skills, enhanced combat capabilities, and invigorating leadership. 

Monster Tags: NPC

Habitat: Forest

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