Knight 2014
CR 3 humanoid
Medium humanoid, chaotic evil
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
The knight makes three Greatsword attacks, or it makes four Javelin attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
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
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