AC 18 (full plate)
HP 52 (8d8 + 16; bloodied 26)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Str +5, Con +4, Wis +2
Skills Athletics +5, History + 2, Perception +2
Senses passive Perception 12
Languages any two
Brave. The knight has on against being .
Multiattack. The knight attacks twice with their greatsword.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack, they deal an extra 6 (1d12) piercing damage, and the target makes a DC 13 Strength , falling on a failure. This attack is made at against targets within 5 feet.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Knightly Inspiration (1/Day). The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute, inspired creatures gain an (1d4) on and . A creature can benefit from only one Knightly Inspiration at a time, and the knight cannot target themselves.
The typical knight is a highly-trained, heavily-armored cavalry soldier who has sworn allegiance to a noble, monarch, or faith. Not every knight, however, is forged from the same iron. Some knights fight on foot or on -back, and some owe allegiance to none but themselves.
CR 3–4 ; with 1d4 ; mounted on or
Treasure 200 gp
CR 5–10 2 or 3 ; with 1d10 + 10 ; with 1d4 , all on ; ; riding , , , or ; with 1d5 + 5 , , , or ; ; mounted on
Treasure star ruby (1,000 gp), half of a broken gold locket (37 gp), (knight or holy knight) or (blackguard)
CR 11–16 ; ; 2 riding , , or ; with 1d4 + 1 , , , or ; 2 mounted on or
Treasure 200 pp, local map with several village names circled, , , (knight captain or holy knight) or (blackguard)
CR 17–23 with 1 to 3 , mounted on ; with 1 or 2 ; 3 mounted on or ; with 2 and 1d5 + 5
Treasure 500 pp, 1,200 gp, gold and ruby necklace (7,500 gp), 2 , , (greatsword)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.