condtitioned. Christopher has advantage on saving throws against being frightened. because his king is of not only unfathomable strength, but also very creepy looking to a human
Multiattack. Christopher 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, Greedwoode 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 him. A creature can benefit from only one Leadership die at a time. This effect ends if Greenwoode t is incapacitated.
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.
FIGHTERS BARON
Upon reaching 0 HP, Greenwoode can choose to stay standing and conscious or fall unconscious. If he stays standing and mindful, he gains +30 feet of movement, and can only make melee attacks. Greenwoode gains +5 to hit, and he gains axtra damage die to all attacks (an attack that deals 1d12 would now deal 2d12). After his turn, he falls unconscious and adds one more failure to his death saves. A death save added this way will be removed after a long rest.
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. Christopher wears a gold ring that grants him immortality, gifted to him by his king, Vicktor Hans Gashtroff
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