Knight Ab-errant

Large Humanoid, any alignment

Armor Class 14 (armor scraps)

Hit Points 93 (11d10+33)

Speed walk +30

Challenge 5

STR
19
+4
DEX
12
+1
CON
17
+3
INT
10
+0
WIS
11
+0
CHA
13
+1

Saving Throws dex +4, str +7

Skills athletics +7, intimidation +4

Damage Vulnerabilities psychic

Senses passive Perception 10

Languages any one language (usually Common)

Special Abilities

Bigger They Are. Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage.

Harder They Fall. When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone.

Magic Resistance. The knight ab-errant has advantage on saving throws against spells and other magical effects.

Reckless. At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.

Actions

Multiattack. The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist.

Sweeping Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Source: Tome of Beasts 2 · OGL/Open