Knight

Medium
humanoid
,
any
Challenge
3
(700 XP)
Armor Class:
18 (Plate)
Hit Points:
52
(8d8 + 16)
STR
16
(+3)
DEX
11
(+0)
CON
14
(+2)
INT
11
(+0)
WIS
11
(+0)
CHA
15
(+2)
Speed:
30 ft.
Saving Throws:

CON +4, WIS +2

Skills:
Senses:

Passive Perception 10

Languages:

Any one language (usually Common)

Traits

Brave. The knight has advantage on saving throws against 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.

Legendary Actions
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.

Condition Immunities:
Damage Immunities:
Damage Resistance:
Damage Vulnerabilities: