Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3) slashing damage and 3 poison damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 12 (1d12) piercing damage.
Venomous Command. While bloodied, you can poison one target and make them take 2 poison damage per turn.
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. These knights serve a drider called Kyspika. He is a fearsome ruler who teaches his warriors to use spiders and venom as a combat technique.
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