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 Exploit before the start of its next turn if provoked.

OR the Knight Errant can MOVE and take ONE of the following actions.

Run them Down. If the Knight Errant is mounted, they may move their mount 40 ft in a straight line and make a Lance attack against one target along the path. They do not provoke reactive attacks from that target during this action.

Lance. Reach 10 ft One-Handed Weapon. +3 vs AR. Hit: 11 (1d12+5) sharp.

Inspire. The Knight Errant may bolster the spirit of up to three allies. The targets gain +2 to hit until the end of their next turn and +8 Shield HP.

Reactions
Exploit (1/Round). If the Knight Errant used Duel on its last turn, then it can Exploit.