Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 18 (Scalemail) (shield)
Hit Points 66 (6d10 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws CON +5, WIS +4
Skills Arcana +4, Investigation +6, Persuasion +6, Stealth +7
Senses Darkvision 30 ft, Passive Perception 13
Languages Common, Marquesian Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The Aurora Knight is a 7th-level halfcaster. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The Aurora Knight has the following wizard spells prepared:

Cantrips (at will): light, mage hand, shocking grasp

1st level (3 slots): detect magic, Searing Smite, Shield of Faith*, Cure wounds

2nd level (2 slots): Lesser Restoration, Find Steed, Misty Step

Arcane Smite.  The Aurora Knight can ad 1d8 Force damage to a melee attack per level of spell slot used.

Actions

Multiattack. The knight makes two melee or ranged attacks.

Auroran light. melee Weapon Attack: +5 to hit,one target. Hit: 5 (1d8+5) Radiant damage.

Long bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+5) piercing damage.

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
12/14/2022 5:33:07 AM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

M_Hobo

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