Knight Captain

Medium Humanoid. CR 14, AC 20, 171 HP. Traits: Magic Resistance, Superior Heavy Armor Master.

Armor class
20
Hit points
171
Challenge
14
Creature type
Humanoid
Size
Medium

Stat block

Cha
16
Con
20
Dex
12
Int
12
Str
20
Wis
12
Speed
Walk: 30
Senses
passive Perception 18
Skills
History: 6; Athletics: 10; Perception: 6
Actions
  • Multiattack. The knight captain attacks four times.
  • Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
  • Composite Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Command the Attack (1/Day). The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage.
  • Knightly Inspiration (1/Day). The knight captain 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 captain cannot target themselves.
Languages
any two
Saving throws
Wisdom: 6; Constitution: 10
Special abilities
  • Magic Resistance. The knight captain has advantage on saving throws against spells and magical effects.
  • Superior Heavy Armor Master. While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
Condition immunities
frightened

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.