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69 lines
2 KiB
Markdown
69 lines
2 KiB
Markdown
---
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!MonsterVO
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Type: humanoid (any race)
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Size: Medium
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Alignment: any alignment
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ArmorClass: 18 (plate)
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HitPoints: 52 (8d8 + 16)
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Speed: 30 ft.
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Strength: 16 (+3)
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Dexterity: 11 (+0)
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Constitution: 14 (+2)
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Intelligence: 11 (+0)
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Wisdom: 11 (+0)
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Charisma: 15 (+2)
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SavingThrows: Con +4, Wis +2
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Senses: passive Perception 10
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Languages: any one language (usually Common)
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Challenge: 3 (700 XP)
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Id: monsters_vo.md#knight
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Knight
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Chevalier](hd_monsters_chevalier.md)'
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Attributes: {}
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Knight
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- CEO: [Chevalier](hd_monsters_chevalier.md)
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- Medium humanoid (any race), any alignment
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- **Armor Class** 18 (plate)
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- **Hit Points** 52 (8d8 + 16)
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- **Speed** 30 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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|16 (+3)|11 (+0)|14 (+2)|11 (+0)|11 (+0)|15 (+2)|
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- **Saving Throws** Con +4, Wis +2
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- **Senses** passive Perception 10
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- **Languages** any one language (usually Common)
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- **Challenge** 3 (700 XP)
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## Special Features
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**_Brave_**. The knight has advantage on saving throws against being frightened.
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## Actions
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**_Multiattack_**. The knight makes two melee attacks.
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**_Greatsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
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_Hit_: 10 (2d6 + 3) slashing damage.
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**_Heavy Crossbow_**. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
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_Hit_: 5 (1d10) piercing damage.
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**_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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## Reactions
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**_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.
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