Medium Humanoid (Human), Any Non-Good Alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Condition Immunities Charmed
Senses Passive Perception 10
Languages Common Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dying determination. The knight has advantage on saving throws against being frightened and unconscious

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.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command 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

Theses Knights are warriors who pledge service to Warglian Theocracy. Whether undertaking a quest or patrolling a realm, a knight often travels with other soldier, and often takes the role of a captain.

Monster Tags: NPChumanoidHuman

Habitat: GrasslandMountainUrban

MisterOfTheVoid

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