Medium humanoid (any race), Any alignment
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 52 (8d8 + 16) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
| Saving Throws | Con +4, Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | any one language (usually Common) |
| Challenge | 3 |
The knight has advantage on saving throws against being frightened.
The knight makes two melee attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Ranged Attack Roll: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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.
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.
Small humanoid, Neutral
| Armor Class | 18 |
|---|---|
| Hit Points | 52 (8d8 + 16) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
| Saving Throws | Con +4, Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | passive Perception 10 |
| Languages | Common plus one other language |
| Challenge | 3 |
The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.