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Knight; Spirit; Lawful Neutral; 18; Plate Armor; 52; 8d8 + 16; 30 ft; 16; 11; 14; 11; 11; 15; CON +4

Knight; Spirit; Lawful Neutral; 18; Plate Armor; 52; 8d8 + 16; 30 ft; 16; 11; 14; 11; 11; 15; CON +4 WIS +2; ; ; ; ; Passive Perception 10; Common; 3; 700; ; Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 10 (2d6 + 3) slashing damage.

    Heavy Crossbow. Ranged Weapon Attack: +2 to hit (range 100/400 ft.)
  • Hit points 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.; ; Brave. The knight has advantage on saving throws against being frightened.

    Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so)
  • Speed the knight must see the attacker and be wielding a melee weapon.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

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