Holy Knight

Medium Humanoid

Armor Class 18

Hit Points 93 (11d8+44)

Speed walk +30

Challenge 6

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

Saving Throws cha +5, con +7, str +7, wis +5

Skills insight +5, religion +4, athletics +7, perception +5

Condition Immunities frightened

Senses passive Perception 15

Languages any two

Special Abilities

Aura of Courage. While the knight is conscious, allies within 10 feet are immune to being frightened.

Actions

Multiattack. The knight attacks twice with their greatsword.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d8) radiant damage.

Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.

Lay On Hands (1/Day). The knight touches a willing creature or themself and restores 30 hit points.

Knightly Inspiration (1/Day). The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open