Knight

Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
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 5ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow
Ranged Weapon Attack: +2 to hit, range 100/400ft., 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 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.
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.
- name Knight
- type humanoid
- ac 18
- hp 52 (8d8 + 16)
- size medium
- alignment any alignment
- abilities
- name STR
- value 16
- name DEX
- value 11
- name CON
- value 14
- name INT
- value 11
- name WIS
- value 11
- name CHA
- value 15
- speed 30ft
- cr 3