Knight (NPC): Difference between revisions

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| colspan="6" |''Medium. Humanoid''
| colspan="6" |''Medium. Humanoid''
|-
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!'''STR'''
!STR
!DEX
!DEX
!END
!END

Latest revision as of 02:53, 20 September 2024


[Back to creatures]

Knight

Monster Level: 3
Medium. Humanoid
STR DEX END AWR INT CHA
3 1 2 0 0 2
Ref: 11 Fort: 12 Ant: 11 Log: 11 Will: 13
Armor Rating 14 (chain mail) Resist Frightened 2, Demoralized 2, Shaken 2
Hit Points 25
Speed 25 ft
Skills (STR) Applied Force +2, Athletics +2, Sprinting +2; (END) Forced March +2; (AWR) Animal Handling +3; (INT) Law +2; (CHA) Leadership +2
Features
Unwavering Will. The Knight gains +1 to its Mental defenses.

Kite Shield. The Knight may choose to equip a kite shield, gaining +2 to its AR and +1 to REF, FORT, and ANT.

Actions

The Knight can take TWO of the following actions, or take the same action twice.

Move. The Knight moves up to its speed.

Longsword. Reach 5 ft Hand-and-a-Half Weapon. +3 vs AR. Hit: 7 (1d8+3) sharp or 8 (1d10+3) if two-handed.

Recurve Bow. Ranged 200 ft Two-Handed Weapon. +1 vs AR. Hit: 4 (1d6+1) sharp.

Duel. The Knight assumes a stance that allows it to Exploit before the start of its next turn if provoked.

OR the Knight can take the following action.

Inspire. The Knight may bolster the spirit of one ally. The target gains +2 to hit until the end of their next turn and +4 shield HP.
Reactions
Exploit (1/Round). If the Knight used Duel on its last turn, then it can Exploit.