Great Knight (5e Creature)

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Great Knight[edit]

Medium humanoid (any race), any alignment


Armor Class 16 (chain mail)
Hit Points 52 (8d8+16)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 12 (+1) 12 (+1) 13 (+1) 10 (+0)

Skills Animal Handling +3
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1 (200 XP)


Forceful Strike. A melee weapon does one extra die of its damage type when the knight hits with it (included in the attack).

Armorfaire. While the knight is wearing heavy armor, bludgeoning, piercing, and slashing damage it takes from nonmagical weapons is reduced by 3.

Armsfaire. The knight has one of the following features: Axefaire, Lancefaire, or Swordfaire (see the infobox below).

Mounted Combatant. While the knight is mounted and isn't incapacitated, it has advantage on melee attack rolls against unmounted creatures smaller than its mount, can force an attack targeted at its mount to attack it instead, and when its mount is subjected to an effect that allows it to make a Dexterity saving throw for half damage, the mount instead takes no damage on a successful save and only half damage on a failed save.

ACTIONS

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


A mounted, heavily armored knight.


Design Note: If you are using the damage reduction variant rule, the knight instead has an AC of 13, and a damage reduction value of 3.

Armsfaire: The great knight can have one of the following traits. You can choose which trait it has, or determine it randomly.

Axefaire. The knight gains a +1 bonus to attack rolls with axes and hammers. Whenever the knight has advantage on a melee attack roll it makes with an axe or hammer and hits, it can knock the target prone if the lower of the d20 rolls would also have hit. When the knight has disadvantage on a melee attack roll it makes with an axe or hammer, the target takes 2 bludgeoning damage if the duergar misses but the higher d20 roll would have hit. When the knight takes the Help action to aid an ally's melee attack, in addition to the ally gaining advantage on the roll, the ally also gains a +2 bonus to its attack roll if the target is using a shield.
Lancefaire. The knight gains a +1 bonus to attack rolls it makes with a spear, and its spear's damage die is increased to a d8. Additionally, creatures provoke opportunity attacks from the knight when they move at least 20 ft. towards it and enter its reach.
Swordfaire. The knight gains a +1 bonus to attack rolls when it attacks with a sword. On the knight's turn, it can use its reaction to assume a parrying stance, granting it a +1 bonus to its AC until the start of its next turn or until it is disarmed. Additionally, it has advantage on opportunity attacks with a sword.



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