Knight Paragon (5e Creature)

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Knight Paragon

Medium humanoid (any race), any alignment


Armor Class 18 (plate)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Dex +6, Con +8, Wis +6
Skills Athletics +9, History +6, Perception +6, Persuasion +8
Senses passive Perception 16
Languages any three languages
Challenge 13 (10,000 XP)


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

Brute. A melee weapon deals one extra die of its damage when the knight hits with it (included in the attack).

Indomitable (3/Day). The knight can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The knight has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The great knight makes four melee attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) 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.

REACTIONS

Parry. The knight adds 4 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.

LEGENDARY ACTIONS

The knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The knight regains spent legendary actions at the start of its turn.

Attack. The knight makes a weapon attack.
Command Ally. The knight targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the knight, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The knight targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the knight's next turn.

A grand knight with the Great Master template applied to it.


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