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AideDeJeu/Data/HD/srd_monsters_knight.md
2019-02-13 14:02:18 +01:00

2 KiB

Type Size Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma SavingThrows Senses Languages Challenge Id ParentLink Name ParentName NameLevel AltName Attributes
humanoid (any race) Medium any alignment 18 (plate) 52 (8d8 + 16) 30 ft. 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Con +4, Wis +2 passive Perception 10 any one language (usually Common) 3 (700 XP) monsters_vo.md#knight monsters_vo.md#monsters-npc-and-animals Knight Monsters, NPC and Animals 1 [Chevalier](hd_monsters_chevalier.md)

 Monsters, NPC and Animals


Knight

  • CEO: Chevalier
  •  Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Special Features

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 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.

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.