Medium Humanoid (Any Race), Any Alignment
Armor Class 15 Natural Armor
Hit Points 80 (8d8 + 16)
Speed 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +6
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Resourcefulness. Aladdin may use any nearby object as a weapon. A long vine or the like would act as a +5 to hit. Hit: 12 damage (2d6 + 5) slashing damage.

 

Actions

Multiattack. Aladdin makes two melee attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) slashing damage.

 

Bonus Actions

Burst of Speed. Twice per long rest, Aladdin moves double his movement speed for his next 3 turns including this one.

Nimble. When Aladdin leaves a players space, They must roll a DEX saving throw DC 14 to be able to hit Aladdin with an opportunity attack.

Reactions

Dodge. Aladdin dodges adding 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and not have moved his full movement speed last turn.

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.

DNDSTAR99

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