Brave. The knight is immune to being frightened.
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.
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.
Parry. When The knight is attacked with a melee attack it can add 1d8, rolling the die and adding the number rolled to its AC, going back to normal after the attack finishes. It rolls before knowing the result
Feinting Attack. The knight can roll 1d8 and use a bonus action on its turn to feint, choosing one creature within 5 feet of it as its target. It has advantage on its next attack roll against that creature before the end of its turn. If that attack hits, add the roll to the attack's damage roll.
Description
A knight commander who was recently raised from the dead







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