Knight Errant (5e Creature)

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Knight Errant[edit]

Medium humanoid (any race), any alignment


Armor Class 20 (plate, shield)
Hit Points 93 (11d8 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Con +7, Wis +4
Proficiency Bonus +3
Senses passive Perception 11
Languages any two languages
Challenge 5 (1,800 XP)


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

Trampling Charge. If the knight errant is mounted and moves at least 20 feet straight toward a creature and then hits it with a lance attack on the same turn, that target takes an extra 11 (2d10) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the knight errant's mount can use its reaction to make one melee weapon attack against it.

ACTIONS

Multiattack. The knight errant makes three melee attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Lance. Melee Weapon Attack: +7 to hit (with disadvantage if the target is within 5 feet of the knight errant), reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight errant 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 errant. A creature can benefit from only one Leadership die at a time. The effect ends if the knight errant is incapacitated.


Knight Errant.jpg
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Knights errant and knights of the orders are two different types of knights but they fight almost exactly the same. They ride on an armored destrier warhorse, they are covered in full plate and shield. When on foot they are tough fighters with their sword and shield but they really shine when on horse back delivering deadly trampling charges that can rip through multiple infantry in one fell charge. Knights errant are generally knights who wander looking for heroic tasks and mercenary work to perform while knights of the orders are generally dedicated to certain knightly orders and their ideals such as protecting a certain region and safeguarding sacred religious artifacts and reliquaries.

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