Knight Monster DnD 5E

In dungeons and dragons these knights are normally super warriors those who pledge their service to the rulers, religious orders, and even the noble causes. Basically, a knight’s Alignment could determine the extent for being which a pledge has been honored. However whether undertaking the quest or else patrolling the realm, even a knight frequently travels by an entourage which includes the squires and also hirelings those who are commoners.


Brave: The knight monster has an advantage on the Saving Throws which is against being Frightened.


Multiattack: The knight able to makes two Melee Attacks such as one with its Greatsword and another one with its Heavy Crossbow.

Greatsword: By using this greatsword attack this can make a Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow: By using this heavy crossbow attack this monster can make a Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest): For a specific minute, the knight monster able to uttar either a special command or else warning whenever the nonhostile creature which it can see within 30 ft. of it makes an Attack roll or else a saving throw too. Al though the creature able to add d4 to its roll which has provided it able to hear and also understand the knight. Even the creature can benefit from only one leadership die simultaneously. Actually, this effect can end if knight is Incapacitated.


Parry: The knight can adds 2 to its AC against one melee Attack which would hit it. To do so, the knight must be seen the attacker and also be wielding a melee weapon.

Attributes Of Knight Monster DnD 5E

AC18 (Plate)
AlignmentAny Alignment
Challenge Rating3
HP52 (8d8+16)
LanguagesAny One Language (Usually Common)
Passive Perception10
Roll 01d20 + 5 2d6+3
Roll 11d20 + 2 1d10
Saving ThrowsCon +4, Wis +2
Speed30 ft.
Typehumanoid (any race)

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