/home/explore/monsters/knight

Knight

actions:
  • Multiattack

    The knight makes two melee attacks.

    options:
    choose:

    1

    from:
      • Greatsword

        count:

        2

        type:

        melee

  • Greatsword

    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

    attack bonus:

    5

    damage:
    • 2d6+3

      Slashing

  • Heavy Crossbow

    Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

    attack bonus:

    2

    damage:
    • 1d10

      Piercing

  • Leadership

    For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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.

    usage:
    rest types:
    • short

    • long

    type:

    recharge after rest

alignment:

any alignment

armor class:

18

challenge rating:

3

charisma:

15

constitution:

14

dexterity:

11

hit dice:

8d8

hit points:

52

intelligence:

11

languages:

any one language (usually Common)

proficiencies:
  • Saving Throw: CON

    value:

    4

  • Saving Throw: WIS

    value:

    2

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.

senses:
passive perception:

10

size:

Medium

special abilities:
  • Brave

    The knight has advantage on saving throws against being frightened.

speed:
walk:

30 ft.

strength:

16

subtype:

any race

type:

humanoid

wisdom:

11

© 2020 David Jones · uses the D&D 5th Edition API Database · source