Dwarf Knight

Medium humanoid (dwarf), any alignment

Armor Class

18 (plate)

Hit Points

52 (8d8 + 16)

Speed

30 ft.

STR

16 (+3)

DEX

11 (0)

CON

14 (+2)

INT

11 (0)

WIS

11 (0)

CHA

15 (+2)

Damage Resistances

poison

Senses

darkvision, passive Perception 10

Saving Throws

Con +4, Wis +2

Languages

any one language (usually Common)

Challenge

3 (700 XP)

Brave. The knight has advantage on saving throws against being frightened.

Dwarven Resilience. The dwarf has advantage on saving throws against poison and has resistance to poison damage

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.

medium
humanoid
cr3
homebrew
(p. 999)