Remove ads by subscribing to Kanka or enabling premium features for the campaign.

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.