Page 348 - D&D Bestiary
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Gladiators battle for the entertainment of raucous REACTIONS
crowds. Some gladiators are brutal pit fighters who treat
Parry. The knight adds 2 to its AC against one melee attack that
each match as a life-or-death struggle, while others are
would hit it. To do so, the knight must see the attacker and be
professional duelists who command huge fees but rarely wielding a melee weapon.
fight to the death.
Knights are warriors who pledge service to rulers,
religious orders, and noble causes. A knight's alignment
GUARD
Medium humanoid (any race), any alignment determines the extent to which a pledge is honore.d.
Whether undertaking a quest or patrolling a realm: a
knight often travels with an entourage that includes
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2) squires and hirelings who are commoners.
Speed 30ft.
MAGE
STR DEX CON INT WIS CHA Medium humanoid (any race), any alignment
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Armor Class 12 (15 with mage armor)
Skills Perception +2
Hit Points 40 (9d8)
Senses passive Perception 12
Speed 30ft.
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
ACTIONS
Saving Throws lnt +6, Wis +4
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or Skills Arcana +6, History +6
range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Senses passive Perception 11
Languages any four languages
Guards include members of a city watch, sentries
Challenge 6 (2,300 XP)
in a citadel or fortified town, and the bodyguards of
merchants and nobles.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to
KNIGHT hit with spell attacks). The mage has the following wizard
Medium humanoid (any race), any alignment spells prepared:
Armor Class 18 (plate) Cantrips (at will):.fire bolt, light, mage hand, prestidigitation
Hit Points 52 (8d8 + 16) 1st level (4 slots): detect magic, mage armor, magic
Speed 30ft. missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell,fireball,jly
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Saving Throws Con +4, Wis +2 ACTIONS
Senses passive Perception 10
Languages any one language (usually Common) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Challenge 3 (700 XP) range 20f60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
Mages spend their lives in the study and practice of
Brave. The knight has advantage on saving throws against magic. Good-aligned mages offer counsel to nobles
being frightened. and others in power, while evil mages dwell in isolated
sites to perform unspeakable experiments without
ACTIONS
interference.
Multiattack. The knight makes two melee attacks.
VARIANT: FAMILIARS
Creatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Any spell caster that can cast the find familiar spell (such as
target. Hit: 10 (2d6 + 3) slashing damage.
an archmage or mage) is likely to have a familiar. The familiar
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range can be one of the creatures described in the spell (see the
100f400 ft., one target. Hit: 5 (ld10) piercing damage. Player's Handbook) or some other Tiny monster, such as a
crawling claw, imp, pseudodragon, or quasit.
Leadership (Recharges after a Short or Long Rest). For 1 ....
minute, the knight can utter a special command or warning
whenever a non hostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creatu.re can add
a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time.
This effect ends if the knight is incapacitated.
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