Knight
Humanoid · Medium
An armoured rider sworn to a lord or an order, met on the roads, at tournaments and at castle gates. Most keep their word, and some keep it far too strictly for a party's comfort.
- Danger
- A threat to the unwary
- How it is met
- Alone, by day
- Challenge
- 3
- SRD 5.2.1 stat blocks
- Knight
Hear it
Where it is met
Also: Fortress, City, Town, Village
Stat blocks (D&D 5e)
Knight
Medium or Small Humanoid, Neutral
AC 18 · Initiative +0 (10)
HP 52 (8d8 + 16)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 16 (+3), save +3 | 11 (+0), save +0 | 14 (+2), save +4 | 11 (+0), save +0 | 11 (+0), save +2 | 15 (+2), save +2 |
Immunities Frightened
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive Perception 10
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Reactions
Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss. Kobold
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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