Knight
Medium humanoid, any alignment
STR
16
DEX
11
CON
14
INT
11
WIS
11
CHA
15
Armor Class: 18
Hit Points: 52 (8d8+16)
Speed: Walk 30 ft., Swim
Challenge Rating: 3 (700 XP)
Saving Throws: Con +4 Wis +2
Skills:
Senses: passive perception 10
Languages: any one language (usually Common)
Brave
The knight has advantage on saving throws against being frightened.
Actions
Multiattack
The knight makes two melee attacks.
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.