Knight Errant

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Knight Errant

Monster Level: 6
Medium. Humanoid
STR DEX END AWR INT CHA
3 1 2 0 0 3
Ref: 10 Fort: 12 Ant: 12 Log: 12 Will: 15
Armor Rating 15 (full plate) Resist Physical 5
Hit Points 43 Traits Iron Will, Steel Mind
Speed 25 ft
Skills (STR) Applied Force +3, Athletics +3, Sprinting +3; (END) Forced March +3; (AWR) Animal Handling +3; (INT) Law +3; (CHA) Leadership +3
Features
Unwavering Will. The Knight Errant gains +2 to mental defenses.

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

Melee Combatant. The Knight Errant deals +2 damage with melee attacks.

Actions

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

Move. The Knight Errant moves up to its speed.

Longsword. Reach 5 ft Hand-and-a-Half Weapon. +3 vs AR. Hit: 9 (1d8+5) sharp, or 10 (1d10+5) if using two hands.

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

Duel. The Knight Errant assumes a stance that allows it to make an Opportunity Attack before the start of its next turn if provoked.

OR the MONSTER can take TWO of the following actions, or take the same action twice...

Feature. Info

...AND take ONE of the following actions.

Feature. Info

OR the MONSTER can take TWO of the following actions, or take the same action twice.

Feature. Info
Reactions
Feature. Info

Features

Features. Info

Actions

Features. Info

Reactions

Features. Info