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Knight: differenze tra le versioni

Da D&D Next.
Reimport Monsters: Knight (formattato)
Rimosso da Categoria:Mostri (NPC inglese)
 
(2 versioni intermedie di 2 utenti non mostrate)
Riga 2: Riga 2:
''Medium humanoid (any race), any alignment''
''Medium humanoid (any race), any alignment''


'''Armor Class''' 18 (plate)
'''Classe Armatura''' 18 (plate)


'''Hit Points''' 52 (8d8 + 16)
'''Punti Ferita''' 52 (8d8 + 16)


'''Speed''' 30 ft.
'''Velocità''' 30 ft.


{| class="wikitable"
| STR     | DEX     | CON     | INT     | WIS     | CHA     |
! STR
|---------|---------|---------|---------|---------|---------|
| DEX
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 16 (+3)
| 11 (+0)
| 14 (+2)
| 11 (+0)
| 11 (+0)
| 15 (+2)
|}


'''Saving Throws''' Con +4, Wis +2
'''Tiri Salvezza''' Con +4, Wis +2


'''Senses''' passive Perception 10
'''Sensi''' passive Percezione 10


'''Languages''' any one language (usually Common)
'''Linguaggi''' any one language (usually Common)


'''Challenge''' 3 (700 XP)
'''Grado di Sfida''' 3 (700 XP)


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


###### Actions
###### Actions


'''**'''Multiattack'''**'''. The knight makes two melee attacks.
'''''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.
'''''Greatsword'''''. ''Arma da Mischia Attacco:'' +5 to hit, reach 5 ft., one target. ''Colpito:'' 10 (2d6 + 3) slashing damage.


'''**'''Heavy Crossbow'''**'''. ''Ranged Weapon Attack:'' +2 to hit, range 100/400 ft., one target. ''Hit:'' 5 (1d10) piercing damage.
'''''Heavy Crossbow'''''. ''Arma a Distanza Attacco:'' +2 to hit, range 100/400 ft., one target. ''Colpito:'' 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 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.
'''''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 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
###### 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.
'''''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.


'''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.


{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
 
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Tradotto AI 2026-07-03 -->

Versione attuale delle 15:37, 30 lug 2026

Knight

Medium humanoid (any race), any alignment

Classe Armatura 18 (plate)

Punti Ferita 52 (8d8 + 16)

Velocità 30 ft.

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

Tiri Salvezza Con +4, Wis +2

Sensi passive Percezione 10

Linguaggi any one language (usually Common)

Grado di Sfida 3 (700 XP)

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

            1. Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Arma da Mischia Attacco: +5 to hit, reach 5 ft., one target. Colpito: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Arma a Distanza Attacco: +2 to hit, range 100/400 ft., one target. Colpito: 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 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.

            1. 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.

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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.