In dnd monsters the knights are the warriors those who pledge service to the rulers, religious orders, and also the noble causes. Actually, a knight alignment can determine the extent of whatever the pledge has been honored. Like whether it is undertaking the quest or else patrolling the realm, and the knight frequently travels with an entourage which can be included the squires and also the hirelings those who are commoners.
Traits
Brave: Actually, the knight has an advantage on saving throws which is against being Frightened.
Actions
Multiattack: The knight can make 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 the sake of a minute, the knight can be utter the special command or else gives warning whenever the nonhostile creature which it can be seen within 30ft., of it makes the attack roll or else a saving throw. The creature can able to add a d4 to its roll which has provided it can be hear and also understand the knight. Actually, a creature can benefit from the only one Leadership die simultaneously. By the result this effect can be end if the knight is Incapacitated.
Reactions
Parry: The knight monster actually adds 2 to its AC against one melee attack which would be hit it. But to do so, the knight must be seen the attacker and also be wielding a melee weapon.
Attributes Of Knight Monster
AC |
18 (Plate)
|
Alignment |
Any Alignment
|
CHA | 15 |
CON | 14 |
Challenge Rating
|
3 |
DEX | 11 |
HP |
52 (8d8+16)
|
INT | 11 |
Languages |
Any One Language (Usually Common)
|
Passive Perception
|
10 |
Roll 0
|
1d20 + 5 2d6+3
|
Roll 1
|
1d20 + 2 1d10
|
STR | 16 |
Saving Throws
|
Con +4, Wis +2
|
Size | Medium |
Speed |
30 ft.
|
Type |
humanoid (any race)
|
WIS | 11 |