Knight: differenze tra le versioni
Import Monsters_batch2: Knight |
Reimport Monsters: Knight (formattato) |
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| Riga 1: | Riga 1: | ||
=== Knight === | |||
''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 | {| class="wikitable" | ||
! STR | |||
| 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'''*. | '''**'''Greatsword'''**'''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6 + 3) slashing damage. | ||
*'''Heavy Crossbow'''*. | '''**'''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.
- 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.
- 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.