Questing Knight

Medium or Small Humanoid, Neutral
Initiative +7 (17)
AC 18
HP 202 (27d8 + 81)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
20
+5
+9
Dex
16
+3
+3
Con
16
+3
+7

Int
11
+0
+0
Wis
12
+1
+5
Cha
18
+4
+8

Skills Athletics +9, Perception +5, Persuasion +8
Immunities Charmed, Frightened
Gear Greatsword, Longbow, Plate Armor
Senses Passive Perception 15
Languages Common plus one other language
CR 12 (XP 8 400; PB +4)

Traits

Aura of Bravery. Creatures of the knight's choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.

Actions

Multiattack. The knight makes three attacks, using Greatsword or Longbow in any combination.

Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 22 (5d8) Radiant damage.

Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: 12 (2d8 + 3) Piercing damage plus 22 (5d8) Radiant damage.

Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

1/day each: Daylight, Dispel Evil and Good, Greater Restoration, Phantom Steed
Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Questing knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor.
Habitat: Any
Treasure: Individual, Armaments
Monster Manual 2024

  1. DnD 5.5 Monsters › Questing Knight