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Knight 2014

CR 3 humanoid

Medium humanoid, chaotic evil


Armor Class
18 (plate)
Hit Points
68
Speed
30 ft.

STR16 (+3)
DEX10 (+0)
CON14 (+2)
INT12 (+1)
WIS12 (+1)
CHA14 (+2)

Saving Throws
Strength +3, Dexterity +0, Constitution +2, Intelligence +1, Wisdom +1, Charisma +2
Skills
Resistances
charmed,frightened
Senses
passive Perception 11
Languages
Common and one other language
Challenge
3 (700 XP) · Proficiency Bonus +2

Chivalrous Presence.

The knight exudes a powerful presence. At the start of each of the knight's turns, it chooses one of the following presences, which lasts until the start of the knight's next turn.

  • Empowering Presence. Each friendly creature that starts its turn within 15 feet of the knight has advantage on the first attack roll it makes before this presence ends.
  • Protective Presence. Hostile creatures have disadvantage on attack rolls against friendly creatures within 5 feet of the knight.
  • Unwavering Presence. Each friendly creature within 15 feet of the knight is resistant to the charmed and frightened conditions.

Actions

Multiattack.

The knight makes three Greatsword attacks, or it makes four Javelin attacks.

Greatsword.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Javelin.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Bonus Actions

Champion's Challenge.

The knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 13 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details