Medium Humanoid, Lawful Neutral
Armor Class 17 Chain Shirt and Shield
Hit Points 60 (5d20 + 10)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +6, CHA +5
Skills Athletics +6, History +4, Survival +4
Senses Darkvision 60ft, Passive Perception 11
Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fey Ancestry: This creature can't be magically put to sleep and advantage on saving throws to resist being Charmed.

Glory Hog: This creature becomes immune to the Frightened condition when they reduce a large or larger beast to 0 hit points for 1D2 turns.

Multi Attack: This creature can make one Longsword and one Shield Bash attack each round.

Noble Blood: This creature has advantage on Investigation (INT) checks to know the price of something.

Actions

Longsword: 5ft range, +6 to hit, 2D8+2/2D10+2 Slashing or Piercing damage.

Shield Bash: 5ft range, +6 to hit, 2D4+2 Bludgeoning damage.

Unarmed Strike: 5ft range, +6 to hit, 4 Bludgeoning damage.

Bonus Actions

Second Wind: As a bonus action, this creature can recover 1D10+2 hit points once per 24 hours.

Reactions

Counter: When this creature is the target of an attack that misses them, they may use their reaction to make a single melee attack against the same creature.

Description

The Kingdom of Calradia sends renowned knights to lead their security escorts on Isla Muerte. The quality of each knight’s leadership quality varies from knight to knight. Some are legitimate battlefield leaders with years of experience already behind them while others are the sons of more established nobles looking to establish themselves. Each knight bears their own personal heraldry and equipment. Most of the knights currently being elected are learning to leave their heavy, noisy plate mail at home.

ByzantiaDev

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