Grand Knight (5e Creature)

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Grand Knight[edit]

Medium humanoid (any race), any alignment


Armor Class 18 (plate)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 13 (+1) 13 (+1) 17 (+3)

Saving Throws Con +7, Wis +5
Skills Athletics +8, Perception +5, Persuasion +7
Senses passive Perception 15
Languages any two languages
Challenge 6 (2,300 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).

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

ACTIONS

Multiattack. The great knight makes three melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) 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.

A knight with the Master template applied to it. A grand knight is a knight that has proven him or herself in combat time and time again. They are formidable and capable warriors and carry great prestige throughout the lands they call home. Their presence can turn the tide of battle, as they rally troops and crush foes beneath them with their martial prowess.



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