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,
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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
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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
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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
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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
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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
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Challenge 3 (700 XP)
Dagger. Melee r Ranged Weapon Attack: 5 to hit, reach 5 ft. or
+
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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
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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
347

