Medium Humanoid (Any Race), Lawful Evil
Armor Class 18 (plate)
Hit Points 65 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +5, CON +5, WIS +4
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Re-born Fortitude. The captain makes a saving throw whenever he goes down to 0 hit-points. The DC is the damage received+5, if the saving throw is successful the captain goes to 1HP instead.

Rally. Back in live Captain had undying loyalty of his men, that lead all of them to their deaths. Now, that they came back to life, Captain's man still loyally answer their captains call. Captain can as an action call uppon his warriors, who will emerge from the Cauldron. Roll a d4 how many will appear from the Cauldron on next turn, all summoned Cauldron soldiers share the same initiative. Captain can repeat the same action as many times as he wishes, as long as there are soldiers still in the Cauldron (20 soldiers and 1 Captain)

Actions

Multiattack. The captain makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage..

Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain 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.

Bonus Actions

Orders. As a Bonus Action, Captain can command his soldiers to attack specific target, or perform a specific action. They will follow that order as long as they can hear or see the captain give the order, and have an +1 to any skill check to follow given order (does not  include attack and/or damage rolls).

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 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. This knight was very much the same, till 126 year ago, he and his entourage were summoned by his liege to fight against a raid from Bilia's savage raiders. The losses were sever on both sides, resulting in the raiders retreating with minimal spoils, and the human army nearly wiped out. No one knew the fate of the Knight Captain and his men ... till now.

Monster Tags: NPCundeadHuman

Habitat: Urban

GrimmStone2567

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