Knight token

Knight

Medium Humanoid Any Alignment

CR 3
Saving Throws
Con +4, Wis +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Environment
urban

Traits

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 (Recharges after a Short or Long Rest)

For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet 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.

Reactions

Parry

The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.