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Knight Captain

Medium · Humanoid · CR 14 · Chaotic Evil

Armor Class
20
Hit Points and Hit Dice
171 (18d8+90)
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
12
+1
CON
20
+5
INT
12
+1
WIS
12
+1
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 11500
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 18

Saving Throws

Constitution +10 Wisdom +6

Skills

Athletics +10 History +6 Perception +6

Languages

any two

Resistances & Immunities

Condition Immunities
frightened

Traits

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.

Actions

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.

Composite Longbow

+10 to hit, range 150/600 ft (45.7/182.9 m). Hit: 1d8+5 piercing damage.

Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

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.

Longsword

+10 to hit, reach 5 ft (1.5 m). Hit: 1d8+7 slashing damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Multiattack

The knight captain attacks four times.

About Knight Captain

Knight Captain is a medium humanoid with a Challenge Rating of 14. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 20 and possesses 171 hit points (derived from 18d8+90).

Knight Captain has communication capabilities including any two. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Knight Captain

2 tips available

When using Knight Captain in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Knight Captain

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 14.

Solo Encounter:

A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 21,000 XP
  • Hard: 31,500 XP
  • Deadly: 42,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Knight Captain?
Knight Captain has a Challenge Rating of 14, making it appropriate for parties of level 14.0.
What type of creature is Knight Captain?
Knight Captain is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Knight Captain speak?
Knight Captain can communicate in any two.

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