Page 348 - D&D Bestiary
P. 348

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.




                                                                                                               347
   343   344   345   346   347   348   349   350   351   352   353