# Knight

*Medium* *Humanoid* *any alignment*

- **Armor Class:** 18 (plate)
- **Hit Points:** 52 (8d8+16)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [5.1 SRD (2015 MM)](https://slyflourish.com/srds/SRD5.1-CCBY4.0_License_live%20links%20English.pdf) page 400

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |

- **Saving Throws**: Con +4, Wis +2
- **Skills:** 
- **Senses:** passive Perception 10
- **Languages:** any one language (usually Common)

### Special Abilities

- **Brave:** The knight has advantage on saving throws against being frightened.

### Actions

- **Multiattack:** The knight makes 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 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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.

### 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.


