
Knight
2014Medium humanoid, Any alignment
Armor Class 18
Hit Points 52 ()
Speed 30 ft.
Initiative
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: , reach 5 ft., one target. slashing damage.
Heavy Crossbow. Ranged Weapon Attack: , range 100/400 ft., one target. 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 feet of it makes an attack roll or a saving throw. The creature can add a 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.