Knight

Medium Humanoid (any race), any alignment

CR 3

700 XP

AC: 18 (plate)
HP: 52 (8d8+16)
Speed: walk 30 ft.
Senses: passive Perception 10
Languages: any one language (usually Common)
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
15
+2

Special Abilities

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 ft. 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.

Quick Reference

Challenge: CR 3
Type: Humanoid
Size: Medium
Alignment: any alignment