Knight Ab-errant
Large Humanoid, any alignment
Armor Class 14 (armor scraps)
Hit Points 93 (11d10+33)
Speed walk +30
Challenge 5
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