Knight (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8)
Speed 20 ft.

16 (+3) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)

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


Note: Knights do not typically carry more than two different types of weapons.

Arming Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +1 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

A heavily armored soldier with superior defense.

Soldiers wearing heavy mail or plate armor covering most of their body. These ironclad troops are popular in organized armies; while they are slow, their defense is unmatched by soldiers of their level. Knights tend to be used as castle guards and military commanders due to their durability. While spears are a commonly favored weapon among knights due to their reach, they can wield a variety of weapons, including swords, axes and even bows.

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.

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