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Knight

Medium · Humanoid · CR 3 · Chaotic Evil

Source. Black Flag SRD
Armor Class
18 (plate)
Hit Points and Hit Dice
68
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 700
Initiative Bonus +0

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 11

Saving Throws

Strength +3 Dexterity +0 Constitution +2 Intelligence +1 Wisdom +1 Charisma +2

Languages

Common and one other language

Resistances & Immunities

Damage Resistances
charmed,frightened

Traits

Chivalrous Presence

The knight exudes a powerful presence. At the start of each of the knight's turns, it chooses one of the following presences, which lasts until the start of the knight's next turn.
- Empowering Presence. Each friendly creature that starts its turn within 15 feet of the knight has advantage on the first attack roll it makes before this presence ends.
- Protective Presence. Hostile creatures have disadvantage on attack rolls against friendly creatures within 5 feet of the knight.
- Unwavering Presence. Each friendly creature within 15 feet of the knight is resistant to the charmed and frightened conditions.

Actions

Greatsword

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 slashing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Javelin

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 piercing damage.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Multiattack

The knight makes three Greatsword attacks, or it makes four Javelin attacks.

Bonus Actions

Champion's Challenge

The knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 13 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn.

About Knight

Knight is a medium humanoid with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 68 hit points (derived from None).

Knight has communication capabilities including Common and one other language. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Knight

2 tips available

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

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Knight

2 strategies available

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

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 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?
Knight has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Knight?
Knight is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Knight speak?
Knight can communicate in Common and one other language.

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