These knights are typically super warriors who have pledged allegiance to rulers, religious orders, and noble causes. It could be used to determine the degree to which a pledge has been honored by using the knight’s alignment. But, whether a knight is on a quest or patrolling realms, he frequently travels with an entourage that includes both commoners and squires who are hired.


Brave: The knight monster has an edge on the Saving Throws that is against being Frightened.

Take Action

Multiattack: The knight is able to make two Melee Attacks, one with its Greatsword, and one using its Heavy Crossbow.

Greatsword: This greatsword attack is able to create a Melee Weapon Attack. +5 to hit and reach 5 feet. One target. Hit: 10 (2d6 + 3) slashing damage.

Heavy CrossbowThis monster can use a heavy crossbow attack to make a Ranged Weapon Damage: +2 to hit, range 100/400 feet, one target. Hit: 5 (1d10) for piercing damage.

Leadership (Recharges after a short or long rest)The knight monster is able to issue a warning or special command for a specified time when a nonhostile creature within 30 feet of it rolls an Attack roll. The creature can add 4 to its roll. This makes it able to hear the knight and understand him. Only one leadership death can be used simultaneously to benefit the creature. If the knight becomes incapacitated, this effect can be ended.


Parry: The knight’s AC can be increased by 2 against any melee Attack that might hit it. The knight must be able see the attacker to use a melee weapons.

Attributes Of Knight Monster DnD 5E

AC 18 (Plate).
Alignment Any alignment
CHA 15
CON 14
Challenge Rating 3
DEX 11
HP 52 (8d8+16)
INT 11
Languages Any One Language (Usually Common).
Passive Perception 10
Roll 0 1d20 + 5 2d6+3
Roll 1 1d20 + 21d10
STR 16
Throws to Save Con +4, Wis+2
Size Medium
Speed 30 ft.
Type Humanoid (any races)
WIS 11