AC 20 (full plate, medium shield)
HP 171 (18d8 + 90; bloodied 85)
Speed 30 ft.
Proficiency +5; Maneuver DC 18
Saving Throws Con +10, Wis +6
Skills Athletics +10, History +6, Perception +6 (+1d4)
Senses passive Perception 18
Languages any two
Magic Resistance. The knight captain has on against spells and magical effects.
Superior Heavy Armor Master. While wearing , the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
Multiattack. The knight captain attacks four times.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Composite Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Command the Attack (1/Day). The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a with .
Knightly Inspiration (1/Day). The knight captain 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 captain cannot target themselves.
Knight captains are battle-hardened warriors with countless victories to their names. Their mere presence inspires even the most novice warrior, and their peerless swordplay can turn the tide of any battle.
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.