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Knight of the Road

Medium · Humanoid · CR 5 · Lawful Evil

Source. Creature Codex
Armor Class
16 (breastplate)
Hit Points and Hit Dice
117 (18d8+36)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
18
+4
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Lawful Evil
XP 1800
Initiative Bonus +4

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

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Dexterity +7 Constitution +5 Wisdom +4 Charisma +6

Skills

Arcana +5 Nature +5 Perception +4 Stealth +7 Survival +4

Languages

Common, Elvish, Umbral

Traits

Fey Ancestry

The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.

Keen Sight

The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.

Obscure the Way (1/Day)

As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.

Shadow Traveler (3/Day)

As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.

Sunlight Sensitivity

While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Traveler in Darkness

The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.

Actions

Lance

+5 to hit, reach 10 ft (3 m). Hit: 1d12+2 piercing damage.

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Longsword

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 slashing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Multiattack

The knight of the road makes two longsword attacks or two shortbow attacks.

Shortbow

+7 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d6+4 piercing damage.

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

About Knight of the Road

Knight of the Road is a medium humanoid with a Challenge Rating of 5. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 117 hit points (derived from 18d8+36).

Knight of the Road has communication capabilities including Common, Elvish, Umbral. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Knight of the Road

2 tips available

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

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Knight of the Road

2 strategies available

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

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 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 of the Road?
Knight of the Road has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Knight of the Road?
Knight of the Road is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Knight of the Road speak?
Knight of the Road can communicate in Common, Elvish, Umbral.

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