Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 43 (8d8 + 8)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
9 (-1)
CHA
9 (-1)
Saving Throws STR +5, CON +5
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

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.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) 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

Among the few that survive the purge after the death of Helm in the fields of battle, this one rose among the ranks of the select few. The fervent few. Powerless but determined to bring back his dead god... at whatever the cost. Perhaps they view it as a worthy sacrifice?

Surely Helm will obliterate them upon his return...

Monster Tags: NPC

Habitat: Urban

Atroposian

Comments

Posts Quoted:
Reply
Clear All Quotes