SRD5:Knight NPC
See Knight (disambiguation)
| Knight (NPC) | ||||||||||||
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| Medium Humanoid (Any Race), Any Alignment | ||||||||||||
| Armor Class: 18 (Plate) | ||||||||||||
| Hit Points: 52 (8d8+16) | ||||||||||||
| Speed: 30 ft. | ||||||||||||
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| Saving Throws: Con +4, Wisdom|Wis +2 | ||||||||||||
| Senses: passive perception 10 | ||||||||||||
| Languages: Any one language (usually Common) | ||||||||||||
| Challenge: 3 (700 xp)Proficiency Bonus (PB): +2 | ||||||||||||
Brave. The knight has advantage on saving throws against being frightened.
ActionsMultiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+1) 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. ReactionsParry. 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. |
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a reealm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Sources
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