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Monster

Knight

Medium Humanoid · Any Alignment

Monster Manual Page 347
Armor Class 18
Hit Points 52 (8d8 + 16)
Speed Walk 30 ft.
CR 3
STR 16 +3
DEX 11 +0
CON 14 +2
INT 11 +0
WIS 11 +0
CHA 15 +2

Traits

Brave

The knight has advantage on saving throws against being .

Actions

Multiattack

The knight makes two melee attacks.

Greatsword

Melee Weapon Attack +5 to hit, reach 5 ft., one target. 10 () Slashing damage.

Heavy Crossbow

Ranged Weapon Attack +2 to hit, range 100/400 ft., one target. 5 () 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 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 .

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.
Confirmation

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