Knight

Medium humanoid (any race), 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)

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.

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 ft. 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.

medium
humanoid
cr3
monster-manual