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.