Knight
Knight CR: 3 (700 XP)
STR
16 +3
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
11 +0
CHA
15 +2
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 feet, one target. Hit: 2d6 + 3 slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 feet, 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 30 feet 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.
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