Knight

Medium Humanoid (any race), any alignment

Armor Class 18 (plate)

Hit Points 52 (8d8+16)

Speed walk +30

Challenge 3

STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
15
+2

Saving Throws con +4, wis +2

Senses passive Perception 10

Languages any one language (usually Common)

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.

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.

Source: 5e Core Rules · OGL/Open