Kryx RPGThemesMonsters

Knight

Medium humanoid (any species)
Challenge
3 (700 XP)

STR
3
DEX
0
CON
2
INT
0
WIS
0
CHA
2

52
8d8+16
18
Soak
1
Fort
+4
Ref
+1
Will
+3
Defense note plate

Speed 9 m.
Languages any one language (usually Common)

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

Maneuvers. The knight uses maneuvers (maneuver save DC 13). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: coordinated movement, disorient, glancing blow, hamstring, inspire, lead the attack, parry, rally, slice through, spring attack, trip, whirling blade

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 9 (1d12 + 3) slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 35/185 m. 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 9 meters 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.

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