Knight
Size
Medium
Monster Race
Humanoid (any race)
Alignment
Any Alignment
Armor Class
18 (Plate)
Hit Points
52 (8d8 + 16)
Speed
6m
Attributes
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 +2)
Features
Saving Throws
Con +4, Wis +2
Senses
Passive Perception 10
Languages
Any One Language (Usually Common)
Challenge
3 (700 XP)
Abilities
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 1m, one target. Hit: (2d6 + 3) slashing damage.
Heavy Crossbow
Ranged Weapon Attack: +2 to hit, reach 20/80m, one target. Hit: (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 6m 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.