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Knight: differenze tra le versioni

Da D&D Next.
Import Monsters_batch2: Knight
 
Reimport Monsters: Knight (formattato)
Riga 1: Riga 1:
### Knight
=== Knight ===
 
''Medium humanoid (any race), any alignment''
*Medium humanoid (any race), any alignment*


'''Armor Class''' 18 (plate)
'''Armor Class''' 18 (plate)
Riga 9: Riga 8:
'''Speed''' 30 ft.
'''Speed''' 30 ft.


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


'''Saving Throws''' Con +4, Wis +2
'''Saving Throws''' Con +4, Wis +2
Riga 21: Riga 37:
'''Challenge''' 3 (700 XP)
'''Challenge''' 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'''**'''. ''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.
'''**'''Heavy Crossbow'''**'''. ''Ranged Weapon Attack:'' +2 to hit, range 100/400 ft., one target. ''Hit:'' 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:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione delle 08:26, 3 lug 2026

Knight

Medium humanoid (any race), any alignment

Armor Class 18 (plate)

Hit Points 52 (8d8 + 16)

Speed 30 ft.

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

Saving Throws Con +4, Wis +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 3 (700 XP)

        • Brave**. The knight has advantage on saving throws against being frightened.
            1. 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 (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.