Holy Knight

Medium Humanoid. CR 6, AC 18, 93 HP. Traits: Aura of Courage.

Armor class
18
Hit points
93
Challenge
6
Creature type
Humanoid
Size
Medium

Stat block

Cha
14
Con
18
Dex
12
Int
12
Str
18
Wis
14
Speed
Walk: 30
Senses
passive Perception 15
Skills
Insight: 5; Religion: 4; Athletics: 7; Perception: 5
Actions
  • Multiattack. The knight attacks twice with their greatsword.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d8) radiant damage.
  • Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
  • Lay On Hands (1/Day). The knight touches a willing creature or themself and restores 30 hit points.
  • Knightly Inspiration (1/Day). The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.
Languages
any two
Saving throws
Wisdom: 5; Charisma: 5; Strength: 7; Constitution: 7
Special abilities
  • Aura of Courage. While the knight is conscious, allies within 10 feet are immune to being frightened.
Condition immunities
frightened

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.