Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
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
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Steadfast. The knight has advantage on saving throws against being frightened or charmed

Divine Smite. When the knight hits a creature with a melee weapon Attack, it can expend one spell slot to deal 1d8 radiant damage to the target, in addition to the weapon's damage. The damage increases by 1d8 if the target is an Undead or a fiend.

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.

Spellcasting. The knight is a 1st-level spellcaster. Its spell-casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock and Paladin spells:

Cantrips (at will): Eldritch Blast, Booming Blade

1st Level (3 1st Level slots, only one returns on short rest): Hex, Armor of Agathys, Shield of Faith, Wrathful Smite, Bless.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2021 2:26:37 AM
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Monster Tags: NPC

Habitat: Urban

Dalevisor

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