Medium Undead, Any Alignment
Armor Class 16 (damaged plate)
Hit Points 71 (11d8 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +5, WIS +3
Damage Vulnerabilities Radiant
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brave. The knight is immune to being frightened.

Actions

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.

Reactions

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

Monster Tags: NPC

Habitat: Urban

Fisherofsouls

Comments

Posts Quoted:
Reply
Clear All Quotes