Medium Humanoid (Any Race), Any Alignment
Armor Class 21 (plate, shield, defense style)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws STR +8, CON +7, WIS +5
Skills Athletics +8, Intimidation +7
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Knight's Challenge. The champion knight can use a bonus action to challenge a foe within 30 ft. Any attack that the challenged foe makes until the end of the next turn that does not include the elite knight has disadvantage.

Indomitable (Recharges after a Short or Long Rest). The champion knight can reroll a saving throw that he fails. He must use the new roll.

Second Wind (Recharges after a Short or Long Rest). The champion knight can use a bonus action to regain 21 (1d10 + 16) hit points.

Actions

Multiattack. The champion knight makes three melee attacks with its longsword and one shield bash, if wielding a shield.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) if used with two hands.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the champion 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 champion knight. A creature can benefit from only one Leadership die at a time. This effect ends if the champion knight is incapacitated.

Reactions

Riposte. The champion knight adds 3 to its AC against one melee attack that would hit it. To do so, the champion knight must see the attacker and be wielding a melee weapon. If the attack misses, the champion knight immediately as part of the reaction makes an opportunity attack against the opponent that missed.

Description

Even when your entire court is knightly, there are only a few chosen ones that can be counted on to defend a king's or a queen's honour on the field of battle or of a tournament.

Monster Tags: NPC

Habitat: Urban

Lyxen

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