THE SHARED REFERENCE Adventurer

Monster

Knight of the Mithral Shield

Outside your table’s allowed sources

Official reference · SKT · 2014

Creature type
Humanoid
Size
Medium
Armor class
20 (plate armor, shield)
Hit points
52 (8d8 + 16)
Speed
Walk 25 ft.
Challenge rating
3
Alignment
Lawful Good
Strength
16
Dexterity
11
Constitution
14
Intelligence
11
Wisdom
11
Charisma
15
Passive Perception
10
Saving Throws
con: +4; wis: +2
Senses
darkvision 60 ft.
Languages
any one language (usually Common), Dwarvish
Resistances
poison

Traits

Possessed

While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue).

Brave

The knight has advantage on saving throws against being frightened.

Dwarven Resilience

The knight of the mithral shield has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack

The knight makes two melee attacks.

Warhammer

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

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.

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