2.1 KiB
| Family | Type | Size | Alignment | ArmorClass | HitPoints | Speed | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | SavingThrows | Senses | Languages | Challenge | Id | ParentLink | Name | ParentName | NameLevel | AltName | Attributes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MonsterVO | 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) |
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.