Knight Captain (5e Creature)
Knight Captain
Medium humanoid (any race), any alignment Armor Class 20 (plate, shield)
Saving Throws Con +9, Wis +5 Magic Resistance. The knight captain has advantage on saving throws against spells and other magical effects. Superior Heavy Armor Master. While wearing heavy armor, the knight captain reduces any bludgeoning, piercing, or slashing damage taken from nonmagical weapons by 5. ACTIONSMultiattack. The knight captain makes four melee attacks. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Command the Attack (Recharges after a Short or Long Rest). As an action, the knight captain may issue a command to all non-hostile creatures within 30 feet. Creatures who can see or hear the knight captain may make a single melee or ranged attack with advantage as a reaction. Inspiring Leadership (Recharges after a Short or Long Rest). As an action, the knight captain rouses its troops to vigilance for one minute. Any nonhostile creature within 30 feet who can see or hear the knight captain adds 1d6 to any attack rolls and saving throws for the duration. A creature can only benefit from one Inspiring Leadership bonus at a time. If the knight captain is incapacitated or otherwise unable to speak, the effect ends.
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Knight captains are battle-hardened warriors with countless victories to their names. Their mere presence makes even the most novice warriors better in battle and their peerless swordplay allows them to change the tides of entire battles. Recommended Magic ItemsThe knight captain may be equipped with one or more of the following magic items at the DM’s discretion: +1 plate, +2 longsword, javelin of lightning, and two potions of greater healing. |
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