Bridge Knight
Bridge Knight | |||||
|---|---|---|---|---|---|
| Monster Level: 4 | |||||
| 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 (chainmail) | |||||
| Hit Points 35 | |||||
| Speed 30 ft | Traits Iron Will | ||||
| Skills (STR) Applied Force +2, Athletics +2; (AWR) Intuiting +2, Perceiving +2; (INT) Law +4 | |||||
| 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 its physical defenses. | |||||
| Actions | |||||
The Knight can take TWO of the following actions, or take the same action twice. | |||||
| Move. The Knight can move 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.
Pike. Reach 15 ft Two-Handed Weapon. +3 vs AR. Hit: 6 (1d6+3) sharp. Recurve Bow. Ranged (200 ft) Two-Handed Weapon. +1 vs AR. Hit: 4 (1d6+1) sharp. Shackle. Reach 5 ft One-Handed Weapon. +3 vs REF of a creature Grappled by the Knight or one of its allies. Hit: The creature is Restrained by manacles. Breaking or lockpicking the manacles requires a DC 20 STR or INT check. | |||||
| Reactions | |||||
| Exploit (1/Round). The Knight can Exploit. | |||||