Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 58 (8d8 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +3, WIS +5
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 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.

Bonus Actions

Inspire. If a member of the order is within the knight's range of vision, he can perform inspire on one entity, giving them an advantage on any roll they have to make on their turn.  

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

Alliance knights are the elit of the alliance order. They directly get orders by the minister of the order, following them to the word. They are usually found leading alliance guards as officers.

Monster Tags: NPC

Habitat: Urban

Cardinal_Gkouk

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