Medium or Small Humanoid, Neutral
AC 16    Initiative +4 (14)
HP 74 (12d8 + 24)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +4
CON 14 +2 +4
Mod Save
INT 11 +0 +0
WIS 11 +0 +2
CHA 15 +2 +2
Immunities Frightened
Senses Passive Perception 10
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions

Multiattack. The Captain makes two attacks, using Dagger or Repater Rifle in any combination.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Repater Rifle.  Ranged Attack Roll: +4, range 50/400 ft. Hit: 11 (2d10) Piercing damage 

Reactions

Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.

Description

Knights frequently lead troops in combat or work in units that dominate the battlefield. They’re often attended by squires, who might be less skilled soldiers or commoners.


Knights

Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.

Habitat: Any

trangjocksan

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