Knight: differenze tra le versioni
Reimport Monsters: Knight (formattato) |
Rimosso da Categoria:Mostri (NPC inglese) |
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| (2 versioni intermedie di 2 utenti non mostrate) | |||
| Riga 2: | Riga 2: | ||
''Medium humanoid (any race), any alignment'' | ''Medium humanoid (any race), any alignment'' | ||
''' | '''Classe Armatura''' 18 (plate) | ||
''' | '''Punti Ferita''' 52 (8d8 + 16) | ||
''' | '''Velocità''' 30 ft. | ||
| STR | DEX | CON | INT | WIS | CHA | | |||
|---------|---------|---------|---------|---------|---------| | |||
| DEX | | 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | | ||
| CON | |||
| INT | |||
| WIS | |||
| CHA | |||
| --------- | |||
| --------- | |||
| --------- | |||
| --------- | |||
| --------- | |||
| 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. | |||
###### Actions | ###### 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. | ||
###### 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. | ||
'''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: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.
- 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.
- 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.