Medium Humanoid (Dwarf), Lawful Evil
Armor Class 18 (plate)
Hit Points 30 (2d8)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
15 (+2)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws CON +4, WIS +2
Damage Resistances Acid, Bludgeoning, Fire, Lightning, Thunder
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft, Passive Perception 11
Languages Common, Dwarvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

 

Actions

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

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.

 

Bonus Actions

Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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

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.

Monster Tags: NPC

Habitat: Urban

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