| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +2 |
| CHA | 15 | +2 | +2 |
Holy Fortitude. If damage reduces the blessed knight to 0 hit points, it must make a Constitution saving throw with a DC equal to the excess damage taken, unless the damage is necrotic or from a critical hit. On a success, the blessed knight drops to 1 hit point instead.
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Radiant 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. if this causes an attack to miss, the attacker takes 1d4 radiant damage (1d4)
Lair and Lair Actions
While in a location the blessed knight is bound to protect, it gains the effect of the 'bless' spell.
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