Knight
Medium Humanoid
Armor Class 18
Hit Points 52 (8d8+16)
Speed walk +30
Challenge 3
Saving Throws con +4, str +5, wis +2
Skills history +0, athletics +5, perception +2
Senses passive Perception 12
Languages any two
Special Abilities
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight attacks twice with their greatsword.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Lance (Mounted Only). Melee Weapon Attack: +5 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 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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