Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 20 (Plate, shield)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws CON +3, CHA +5
Skills Perception +2
Condition Immunities Frightened
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Line Tactics. The soldier has advantage on attack rolls against a creature if at least one ally is within 5 feet of the soldier and isn't incapacitated. 

Blessed Warrior. The soldier can cast two cantrips from the cleric spell list, using their charisma modifier for their spellcasting ability (DC 13, +5 to hit). The soldier can cast the following spells:

Spare The Dying, Toll The Dead

Fearless Faith. The knight is immune to being frightened.

Actions

Multiattack. The knight makes two melee attacks. 

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Or 9 (1d10+4) slashing damage using two hands. 

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. 

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

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

The knight's penitent of the faith militant of the Church of Light are those members of the militant who have fully devoted themselves to the service of the church and are sworn to protect it. They are adorned in armor blessed by the church and have proven their combat capabilities to their elders in order to be able to wear the colors of the church as a knight. 

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Christman

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