Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 20 Plate, Shield
Hit Points 90 (12d8 + 36)
Speed 30 ft.
16 (+3)
12 (+1)
16 (+3)
11 (+0)
12 (+1)
16 (+3)
Saving Throws WIS +4, CHA +6
Senses Passive Perception 11
Languages Common , Meridan, any one other language
Challenge 6 (2,300 XP)
Proficiency Bonus +3

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

Indomitable (3/Day). The knight-gallant can reroll a saving throw it fails. It must use the new roll.

Born to the Saddle. The knight-gallant has advantage on saving throws made to avoid falling off its mount. If the knight fall off its mount and descends no more than 10 ft., it can land on its feet if not incapacitated. Finally, mounting or dismounting a creature costs the knight only 5 feet of movement, rather than half its speed.

Lancer. The knight-gallant was advantage on attacks made with its lance, if the knight is mounted.

Couched Lance Attack. If the knight-gallant is mounted and has moved at least 30 ft. in this round, it deals an additional d12 piercing damage with lance attacks and an additional d12 made with the firelance attacks per additional 15 ft. moved over 30 ft. the knight has moved this round up to a maximum of 6d12 additional damage. If the knight has moved more than 60 ft. in this round there is a 25% chance the lance will break per attack made. 

Divine Smite. When the knight-gallant hits an enemy with a melee weapon attack it can expend a spell slot to deal additional 2d8 radiant damage. 

Spellcasting. The knight-callant is a 3rd-level spellcaster. Its spellcasting ability is charisma (spell save DC 14, +6 to hit with spell attacks). The knight has following paladin spells prepared:
1st level (4 slots): Bless, Compelled Duel,Command, Heroism 


Multiattack. The knight-gallant makes two melee attacks.

Firelance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Disadvantage on all attacks made while dismounted. If the knight-gallent hits with a firelance attack, it may make the target make a DC 15 Constitution saving throw, taking 21 (8d6) fire damage on a failed save or half as much on a successful one. Once this additional effect has been used, the Firelance attack can no longer be used.

Prismatic Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage and 4 (1d6) fire, lightning, acid, cold, or poison damage or 10 (1d10 + 4) slashing damage and 4 (1d6)  fire, lightning, acid, cold, or poison if used with two hands.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 4 (1d8) piercing damage.

Lay on Hands. The solar touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight-gallant 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.


Parry. The knight-gallant adds 3 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.

Legendary Actions

The knight-gallant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The knight regains spent legendary actions at the start of its turn.

Weapon Attack. The knight-gallant makes an attack with its lance, its prismatic longsword, or its light crossbow.

Command Ally. The knight-gallent targets one ally it can see within 30 feet of it. If the target can see or hear the knight, the target can make one weapon attack as a reaction and gains advantage on the attack roll.




The highest rank most members of the Order of the Unicorn will ever achieve, the Knights-Gallent are members of the order who have proven their strength by undergoing on an epic quest. They must have slain a dragon or brought back to Merida an ancient relic to earn this rank. Granted the rare of privilege of riding a Unicorn, into battle and access to the rare prismatic swords, knights-gallant serve as high officers of the order, and as the elite corps of knights the Grand-Prince of Merida commands in battle. 

Monster Tags: humanoid



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