Medium Humanoid, any alignment
Armor Class
18plate
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
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 3
Brave. The knight has advantage on saving throws against being frightened.
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.
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.