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Knight

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Versione del 3 lug 2026 alle 08:21 di Admin (discussione | contributi) (Import Monsters_batch2: Knight)
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      1. 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.