Medium Humanoid (Human), Chaotic Good
Armor Class 21 (Crimson Knignt plate)
Hit Points 170 (17d10 + 85)
Speed 30 ft.
STR
25 (+7)
DEX
11 (+0)
CON
20 (+5)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +4, CON +9, WIS +4
Skills Athletics +13
Damage Immunities Fire
Condition Immunities Blinded, Deafened
Senses Truesight 120 ft, Passive Perception 30
Languages Common, Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Evasion. When The Crimson Kinght subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail

Crimson Helm. The Crimson Knight is wearing the Crimson Knights plate, this gives it a small glimpse into the future, this gives it advantage on all dextarity saving throws

Actions

Multiattack. The knight makes 3 melee attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Combined Strike 2. Special Melee wepon (2 attacks) attack +11 to hit, reach 5 ft., one target. Hit: 44 (5d6 + 14)

Combined Strike 3. Special Melee wepon (3 attacks) attack +11 to hit, reach 5 ft., one target. Hit: 69 (8d6 + 21)

Reactions

Parry. The knight adds 5 to its AC against one melee attack that would hit it. 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2020 11:24:48 PM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

meggamatty

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