Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 76 (6d10 + 16)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
9 (-1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws STR +6, CON +6
Skills Athletics +4
Gear Greatsword, Plate Armor, Heavy Crossbow
Senses Passive Perception 10
Languages Common, Undercommon, Plus any one
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: 11 (2d6 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 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.

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 serving the Cult of the Midnight Sons and Daughters are cold blooded killers not to be trifle with.

Monster Tags: NPChumanoid

Habitat: Urban

Treasure:  Arcana

MathewRayles

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