Kassoon

Knight

Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 52 (8d8+16)52 ([8d8+16])
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)

Saving Throws Con +4, Wis +2 Con +4, Wis +2
Skills
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses passive Perception 10passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

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

[b]Brave.[/b] 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 100f400 ft., one target. Hit: 5 (l[d10]) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet 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.

[b]Multiattack.[/b] The knight makes two melee attacks.
[b]Greatsword.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 10 ([[2d6+3]]) slashing damage.
[b]Heavy Crossbow.[/b] Ranged Weapon Attack: [+2] to hit, range 100f400 ft., one target. Hit: 5 (l[[d10]]) piercing damage.
[b]Leadership (Recharges after a Short or Long Rest).[/b] For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet 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.

[big]REACTIONS[/big]
[b]Parry.[/b] 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.

Legendary Actions

 

Details

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm: a knight often travels with an entourage that includes
squires and hirelings who are commoners.
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm: a knight often travels with an entourage that includes
squires and hirelings who are commoners.
 
Source Monster Manual, p.347
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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