Medium Humanoid (Human), Any Lawful Alignment
Armor Class 18 (Iron Plate, Shield)
Hit Points 52 (5d10 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws STR +5, CON +4
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Born in the Saddle. Advantage on saving throws against being dismounted unwillingly.

Unwavering mark. After landing a hit, the knight can mark an enemy. the enemy has disadvantage on attacks not against the knight. If the marked enemy damages an ally within melee range, the knight can make a special attack against it with advantage and add an extra 3 damage. 

Great Weapon Fighting. The knight can reroll any 1 or 2 with a heavy melee weapon.

Mounted. The knight has a warhorse mount. when it is mounted, it becomes large. The knight can also use it's lance as a one handed weapon if on horseback.

Mounted Combat. The knight has advantage on any creature smaller then it's mount. 

Actions

Multiattack. The knight makes two melee attacks.

Second Wind (1/day). The knight can regain 7 (1d10+5)

Action Surge (1/day). The knight can make an extra action, bonus, and free action.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12+3) piercing damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+3) slashing damage or 7 (1d10+3) slashing damage if used with two hands.

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.

Monster Tags: NPC

Habitat: Urban

Valkassa

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