Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chainmail)
Hit Points 90 (20d8 + 1)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws CON +3, WIS +2
Skills Arcana +4
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Arcane Training.  A Camulus Knight has advantage on saves vs. charmed.

Actions

Multiattack. The knight makes two melee attacks or one spell attack

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Spell Use (Recharges after a Short or Long Rest). The knight can cast one spell instead of making melee attacks on its turn.

Cantrips (at will) : minor illusion, shape water

1st Level (2 slots): cause fear, color spray, earth tremor, 

Reactions

Shield Spell. The knight can cast shield as a reaction.

Description

Camulus Knights are a mystic military order.   In addition to their martial training, they are taught the arcane arts.  Publicly their tenets are to protect the innocent from evil and enforce order.  The internal motives of the order are not known.

Monster Tags: NPC

Father_Rob

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