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Knight
- Size
- Medium
- Monster Race
- Humanoid (any race)
- Alignment
- Any Alignment
- Armor Class
- 18 (Plate)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 6m
Attributes
- STR
- 16 (+3)
- DEX
- 11 (+0)
- CON
- 14 (+2)
- INT
- 11 (+0)
- WIS
- 11 (+0)
- CHA
- 15 +2)
Features
- Saving Throws
- Con +4, Wis +2
- Senses
- Passive Perception 10
- Languages
- Any One Language (Usually Common)
- Challenge
- 3 (700 XP)
Abilities
- 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 1m, one target. Hit: (2d6 + 3) slashing damage.
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, reach 20/80m, one target. Hit: (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 6m 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.