Page 348 - Monster Manual [11th Print]
P. 348

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           Gladiators battle for the entertainment of raucous   a d4 to its ro l   provided it can hear and understand the knight.
           crowds. Some gladiators are brutal pit fighters who treat   A creature can benefit from only one Leadership die at a time.
           each match as a life-or-death struggle, while others are   This effect ends if the knight is incapacitated.
           professional duelists who command huge fees but rarely   R E A C I O  N S
                                                                  T
           fight to the death.
                                                             Parry. The knight adds 2 to its AC against one melee attack that
           GUARD                                             would hit it. To do so, the knight must see the attacker and be
                                                             wielding a melee weapon.
           Medium humanoid (any race), any alignment
                                                             Knights are warriors who pledge service to rulers,
                    1
           Armor Class  6   (chain shirt, shield)            religious orders, and noble causes. A knight's alignment
           Hit Points 11  (2d8 + 2)                          determines the extent to which a pledge is honored.
           Speed 30 ft.                                      Whether undertaking a quest or patrolling a realm, a
                                                             knight often travels with an entourage that includes
             STR    DEX    CON      I N T   WIS   CHA        squires and hirelings who are commoners.
            1 3   (+l)   12 {+l)   12 (+l)   10  (+O)   1 1   (+O)   10 {+O)

           Skills Perception +2                              MAGE
           Senses passive Perception 12                      Medium humanoid (any race), any alignment
           Languages any one language (usually Common)
           Challenge 1/8 (25 XP)                             Armor Class 12 ( 1 5   with mage armor)
                                                             Hit Points 40 (9d8)
                                                             Speed 30 ft.
           AC I O  N S
             T
           Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or   STR   DEX   CON   INT   WIS   CHA
           range 20/60 ft., one target.  Hit: 4 (ld6 + l )   piercing damage, or   9 (-1)   14 (+2)   1 1   (+O)   1 7   (+3)   12 (+l)   11  (+O)
           5  (l d8 + l)  piercing damage if used with two hands to make a
                                                                       I
           melee attack.                                     Saving Throws  n t +6, Wis +4
                                                             Skills Arcana +6, History +6
           Guards include members of a city watch, sentries   Senses passive Perception  1
                                                                                1
           in a citadel or fortified town, and the bodyguards of   Languages any  u r   languages
                                                                       fo
           merchants and nobles.                             Challenge 6 (2,300 XP)
           KNIGHT                                            Spellcasting. The mage is a 9th-level spellcaster. Its
                                                                                               1
           Medium humanoid (any race), any alignment         spellcasting ability is Intelligence (spell save DC  4 , +6 to
                                                             hit with spell attacks). The mage has the following wizard
           Armor Class 18  (plate)                           spells prepared:
           Hit Points 52  (8d8 + 1 6 )                       Cantrips (at will):jire bolt, light, mage hand, prestidigitation
           Speed 30 ft.
                                                             l s t level  (4 slots): detect magic, mage armor, magic
                                                              missile, shield
             STR    DEX    CON      I N T   WIS   CHA        2nd  level  (3 slots): misty step, suggestion
            1 6   (+3)   11  (+O)   14  (+2)   1 1   (+O)   1 1   (+O)   15 (+2)   3rd  level  (3 slots): counterspel/,firebal/,fly
                                                             4th  level  (3 slots): greater invisibility, ice storm
           Saving Throws Con +4, Wis +2                      5th level  (l slot): cone o f  cold
           Senses passive Perception 10
           Languages any one language (usually Common)       AC I O  N S
                                                               T
           Challenge 3 (700 XP)
                                                             Dagger. Melee  r   Ranged Weapon Attack:  5   to hit, reach 5 ft. or
                                                                                          +
                                                                       o
                                                             range 20/60 ft., one target. Hit: 4 (ld4 +  2) piercing damage.
           Brave. The knight has advantage on saving throws against
           being frightened.                                 Mages spend their lives in the study and practice of
                                                             magic. Good-aligned mages offer counsel to nobles
           AC I O  N S                                       and others in power, while evil mages dwell in isolated
             T
                                                             sites to perform unspeakable experiments without
           Multiattack. The knight makes two melee attacks.
                                                             interference.
           Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
           target. Hit: 10 (2d6 + 3) slashing damage.
                                                              VAR I ANT:  FAM I L IARS
                                                                                       f
           Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range   Any spellcaster that can cast the find  a miliar spell  (such as
           1 0 0/400 ft., one target. Hit: 5  (ldlO)  piercing damage.   an archmage or mage) is likely to have a familiar. The familiar
                                                              can be one ofthe creatures described in the spell (see the
           Leadership (Recharges a f t er a Short or Long Rest). For l   Player's Handbook) or some other Tiny monster, such as a
           minute, the knight can utter a special command or warning   crawling claw, imp, pseudodragon, or quasit.
           whenever a non hostile creature that it can see within 30 feet of
           it makes an attack roll or a saving throw. The creature can add


                                                                           APPENDIX B :  NON PLAYER CHARACTERS
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