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Knight

Medium Any Humanoid, Any

Armor Class 18 (plate)
Hit Points 52 8d8+16
Speed

STR

16
( +3 )

DEX

11
( +0 )

CON

14
( +2 )

INT

11
( +0 )

WIS

11
( +0 )

CHA

15
( +2 )

Saving Throws Con [Roll:d20+4], Wis d20+2
Senses passive Perception 10
Languages Common
Challenge Rating 3

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. 


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

Actions

Multiattack: The knight makes two melee attacks.   Greatsword. Melee Weapon Attack: d20+5 to hit, reach 5ft., one target. Hit: 10 2d6+3 slashing damage.    Heavy Crossbow. Ranged Weapon Attack: d20+2 to hit, range 100/400ft., one target. Hit: 5 d10 piercing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute the knight can utter a special command or warning whenever a non hostile creature that it can see within 30ft. 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. The knight adds 2 to its AC against one melee attack that would hit it. To do so , the knight must see the attacker and be wielding a melee weapon. 


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