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Knight

Medium humanoid (any race), any alignment

Armor Class 18 (armor)
Hit Points 52 (8d8+16)
Speed walk 30 ft.
Challenge CR 3 (700 XP) · Proficiency bonus +2
STR16+3
DEX11+0
CON14+2
INT11+0
WIS11+0
CHA15+2

Saving throws: CON +4, WIS +2

Senses: passive perception 10

Languages: any one language (usually Common)

Traits

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. 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.