Knight¶
We're still working on the lore for this creature, but the stats are ready to go!
Knight Statblocks¶
Knight¶
Knight
Summoned with Foe FoundryMedium Humanoid (Human, Knight)
AC 18 (Plate Armor) Initiative +0 (10)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 10 | +0 | +0 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
Cha | 14 | +2 | +2 |
Skills Athletics +6
Senses Passive Perception 11
Languages Common
CR 3 (700 XP; PB +2)
Actions
Multiattack. The knight makes two Greatsword attacks. It may replace one attack with a use of its Stay in Formation.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.
Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.
Whirlwind of Steel (Recharge 5-6). The knight makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 14 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Knight of the Realm¶
Knight of the Realm
Summoned with Foe FoundryMedium Humanoid (Human, Knight)
AC 18 (Plate Armor) Initiative +4 (14)
HP 110 (17d8 + 34)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +7 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 17 | +3 | +6 |
Cha | 15 | +2 | +5 |
Skills Athletics +7, Perception +6, Persuasion +5
Immunities Charmed, Frightened
Senses Passive Perception 16
Languages Common
CR 6 (2,300 XP; PB +3)
Actions
Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Stay in Formation, Whirlwind of Steel, or Spellcasting.
Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage.
Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.
Whirlwind of Steel (Recharge 5-6). The knight makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 15 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)
Bonus Actions
Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Heroism (1/day). The knight inspires another friendly creature within 60 ft, granting it 15 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Questing Knight¶
Questing Knight
Summoned with Foe FoundryMedium Humanoid (Human, Knight)
AC 18 (Plate Armor) Initiative +5 (15)
HP 195 (23d8 + 92)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 12 | +1 | +1 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 21 | +5 | +9 |
Cha | 17 | +3 | +7 |
Skills Athletics +10, Perception +9, Persuasion +7
Immunities Charmed, Frightened
Senses Passive Perception 19
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Armor Master. The knight reduces the amount of bludgeoning, piercing, and slashing damage it receives by 4.
Actions
Multiattack. The knight makes four Oathbound Blade attacks. It may replace two attacks with a use of its Rally the Troops or Spellcasting.
Oathbound Blade. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage and 7 (2d6) radiant damage.
Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 10 temporary hit points.
Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
1/day each: Command (5th), Cure Wounds (5th), Dispel Evil and Goodc, Greater Restoration
Bonus Actions
Divine Smite (2/day). Immediately after hitting a target, the knight forces the target to make a DC 18 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Reactions
Parry and Riposte (Recharge 5-6). The knight adds +3 to their Armor Class against one melee attack that would hit them. If the attack misses, this creature can immediately make a weapon attack against the creature making the parried attack.
Paragon Knight¶
Paragon Knight
Summoned with Foe FoundryMedium Humanoid (Human, Knight)
AC 20 (Plate Armor +2) Initiative +11 (21)
HP 336 (32d8 + 192)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 23 | +6 | +11 |
Dex | 12 | +1 | +1 |
Con | 22 | +6 | +11 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 20 | +5 | +10 |
Cha | 18 | +4 | +9 |
Skills Athletics +11, Perception +10, Persuasion +9
Immunities Charmed, Frightened
Senses Passive Perception 20
Languages Common
CR 16 (15,000 XP; PB +5)
Traits
Armor Master. The knight reduces the amount of bludgeoning, piercing, and slashing damage it receives by 5.
Legendary Prowess (3/day). The knight can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.
Actions
Multiattack. The knight makes three Oathbound Blade attacks. It may replace two attacks with a use of its Rally the Troops or Spellcasting.
Oathbound Blade. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage and 7 (2d6) radiant damage.
Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 10 temporary hit points.
Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
1/day each: Command (5th), Cure Wounds (5th), Dispel Evil and Goodc, Greater Restoration
Bonus Actions
Divine Smite (2/day). Immediately after hitting a target, the knight forces the target to make a DC 19 Constitution saving throw. On a failure, the target is Burning [16 (3d10) radiant]. A burning creature suffers 16 (3d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.
Disarming Attack (Recharge 5-6). Immediately after hitting with an attack, the knight forces the target to make a DC 17 Strength saving throw. On a failure, the target must drop one item of the knight's choice that it is holding. The item lands at the target's feet.
Legendary Actions (3)
Attack. The knight makes a Oathbound Blade attack.
Move. The knight moves up to its speed.
Spellcasting. The knight uses Spellcasting. It can't take this action again until the start of its next turn.