Medium Humanoid (Any Race), Lawful Evil
Armor Class 18 (plate)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws CON +6, WIS +3
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Brute. A melee weapon deals one extra die of its damage when the bone knight hits with it (included in the attack).

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 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.

Description

Bone knights are knights of renown that have died that powerful necromancers/liches have gotten their hands on and poured negative energy into.

They wear armor that grant's them the ability to resist the weapons that curse their lesser skeletal brethren. and so are not vulnerable to bludgeoning damage  

 

Monster Tags: NPCundead

Habitat: Urban

Yoonite

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