Large Humanoid (Any Race), Neutral Evil
Armor Class 18 (plate)
Hit Points 62 (10d10 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +5, WIS +3
Damage Resistances Bludgeoning from non magical attacks
Senses Passive Perception 13
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 7) slashing 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

Knights are warriors who pledge service to rulers, religious orders, and noble causes. But this knight's are not noble, they are ruthless and loyal only to the Zhentarim. They might Join other courts and kingdoms, but when the time is right, the stand loyal to the Zhentarim, making them dangerously treacherous.

Monster Tags: NPC

Habitat: Urban

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