1. Characters

Sir Travis Kelce

Knight
NPC

Sir Travis Kelce, Knight of the Realm

Medium humanoid (human), lawful good


Armor Class 18 (plate)

Hit Points 110 (13d8 + 52)

Speed 30 ft.


STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)10 (+0)14 (+2)14 (+2)

Saving Throws Str +7, Con +6

Skills Athletics +7, Intimidation +5, Perception +4

Senses Passive Perception 14

Languages Common

Challenge 8 (3,900 XP)


Brave. Sir Travis has advantage on saving throws against being frightened.

Indomitable (3/Day). Sir Travis can reroll a saving throw he fails. He must use the new roll.

Second Wind (Recharges after a Short or Long Rest). On his turn, Sir Travis can use a bonus action to regain 1d10+13 hit points.


Actions

Multiattack. Sir Travis makes three melee attacks: two with his longsword and one with his shield bash or handaxe.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage, or 11 (1d10 + 4) slashing damage if wielded with two hands.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 4) slashing damage.


Reactions

Parry. Sir Travis adds 3 to his AC against one melee attack that would hit him. To do so, Sir Travis must see the attacker and be wielding a melee weapon.