- center-aligned all columns in monster stat blocks and standardized widths (each column is now the maximum required width to accommodate an ability score of `30 (+10)`)
39 lines
No EOL
1.7 KiB
Markdown
Executable file
39 lines
No EOL
1.7 KiB
Markdown
Executable file
### Knight
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*Medium humanoid (any race), any alignment*
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**Armor Class** 18 (plate)
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**Hit Points** 52 (8d8 + 16)
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**Speed** 30 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
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| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
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**Saving Throws** Con +4, Wis +2
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**Senses** passive Perception 10
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**Languages** any one language (usually Common)
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**Challenge** 3 (700 XP)
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***Brave***. The knight has advantage on saving throws against being frightened.
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###### Actions
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***Multiattack***. The knight makes two melee attacks.
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***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
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***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
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***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.
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###### Reactions
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***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.
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**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 realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. |