{"name":"Knight","cr":"3 (700 XP)","types":"humanoid (any race)","size":"Medium","languages":"any one language (usually Common)","alignment":"Any","description":"[b]Knights[\/b] are warriors who pledge service to rulers, religious orders, and noble causes. A knight\u2019s 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. \r\n\r\n","suggestedenvironment":"","ac":"18 (plate)","hitpoints":"52 ([roll:8d8 + 16])","strength":"16","dexterity":"11","constitution":"14","intelligence":"11","wisdom":"11","charisma":"15","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"passive Perception 10","skills":"","savingthrows":"Con +4, Wis +2","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[i][b]Brave.[\/b][\/i] The knight has advantage on saving throws against being frightened. \r\n","actions":"[i][b]Multiattack.[\/b][\/i] The knight makes two melee attacks. \r\n[br][br]\r\n[i][b]Greatsword.[\/b] Melee Weapon Attack:[\/i] +5 to hit, reach 5 ft., one target. [i]Hit:[\/i] 10 ([roll:2d6 + 3]) slashing damage. \r\n[br][br]\r\n[i][b]Heavy Crossbow.[\/b] Ranged Weapon Attack:[\/i] +2 to hit, range 100\/400 ft., one target. [i]Hit:[\/i] 5 ([roll:1d10]) piercing damage. \r\n[br][br]\r\n[i][b]Leadership (Recharges after a Short or Long Rest).[\/b][\/i] 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. \r\n","reactions":"[i][b]Parry.[\/b][\/i] 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.\r\n","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","templateId":"21","blockId":"1030"}