Medium Humanoid (Any Race), Any Alignment
Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Skills Animal Handling +3
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Born to the Saddle. The knight has advantage on saving throws made to avoid falling off its mount. If the knight fall off its mount and descends no more than 10 ft., it can land on its feet if not incapacitated.Finally, mounting or dismounting a creature costs the knight only 5 feet of movement, rather than half its speed.

Lancer. The knight was advantage on attacks made with its lance, if the knight is mounted.

Couched Lance Attack. If the knight is mounted and has moved at least 30 ft. in this round, it deals an additional d12 piercing damage with lance attacks and an additional d12 made with lance attacks per additional 15 ft. moved over 30 ft. the knight has moved this round up to a maximum of 6d12 additional damage. If the knight has moved more than 60 ft. in this round there is a 25% chance the lance will break per attack made. 

Actions

Multiattack. The knight makes two melee attacks.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Disadvantage on all attacks made while dismounted.

Arming Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 4 (1d8) 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 3 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

Usually, the younger children of members of the landed aristocracy, knights are some of the most fearsome combatants on a battlefield without gunpowder. These professional warriors swear themselves,  to their lord, and many profess a chivalric code of ethics, even if many do not live up to these ideals. On the battlefield, the knight is a feared and deadly combatant, capable of dealing fearsome damage with their couched lance attacks and virtually unstoppable to lightly armed peasant levies. Most knights are capable of leading lesser men, either through fear or inspiration.

Knights will often ride into battle on the backs of great beasts, most often the Warhorse, but will occasionally ride on more exotic mounts.

(NOTE: A knight that is mounted presents a considerably greater threat than one that is dismounted, such that it should be considered a CR 6 or CR 7 encounter if the knight is mounted)

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2021 5:46:53 PM
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1.0
Coming Soon

Monster Tags: NPC

Habitat: Urban

SomeGuy223

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