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NPC, Knight

Size
Medium
Type
Humanoid
Alignment
Any
Armor Class
18
Speeds
30
Strength Score
16
Dexterity Score
11
Constitution Score
14
Intelligence Score
11
Wisdom Score
11
Charisma Score
15
Saving Throws
Constitution, Wisdom
Vision
Normal
Languages Ref
Any
Hit Points
52
Languages Prep
Any
Languages
Any

Medium humanoid (any race), any alignment


Armor Class 18 (plate)

Hit Points 52 (8d8+16)

Speed 30 ft.


STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)

Saving Throws Con +4, Wis +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 3 (700 XP)

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 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.

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.

Description

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.