Knight of the Crown

Medium humanoid (human), Any Lawful Alignment

Armor Class

20 (plate, shield)

Hit Points

52 (8d8 + 16)

Speed

walk 30 ft.

Saves

Wis +4, Cha +5 (+2 on all saving throws from Aura of Protection)

Skills

Athletics +6, Insight +4

Languages

Common

Challenge

5

Spellcasting

The Knight of the Crown is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Knight of the Crown has the following paladin spells prepared: • 1st level (4 slots): command, cure wounds, divine favor, heroism, protection from evil and good, shield of faith • 2nd level (2 slots): magic weapon*, protection from poison, warding bond* *The knight of the crown casts these spells on itself before combat

Aura of Protection

Whenever the Knight of the Crown or a friendly creature within 10 feet of it must make a saving throw, the creature gains a bonus to the saving throw equal to the knight of the Crown's Charisma modifier (+2). The Knight of the Crown must be conscious to grant this bonus

Divine Health

The Knight of the Crown is immune to disease.

Divine Smite

When the Knight of the Crown hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 9 (2d8) for a 1st-level spell slot, or 13 (3d8) for a 2nd-level spell slot. The damage increases by 1d8 if the target is an undead or a fiend.

Actions

Multiattack

The Knight of the Crown makes two melee attacks.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Heavy Crossbow

Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Divine Sense (3/Day)

The Knight of the Crown can detect evil forces. Until the end of its next turn, the Knight of the Crown knows the location of any celestial, fiend, or undead within 60 feet of it that is not behind total cover. It knows the type (celestial, fiend, or undead) of any being whose presence it senses, but not its identity. Within the same radius, the Knight of the Crown also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Lay on Hands (Recharges after a Long Rest)

The Knight of the Crown can touch a creature and draw power from its pool of 30 hit points to restore a number of hit points to that creature, up to the maximum amount remaining in its pool. Alternatively, the Knight of the Crown can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The Knight of the Crown can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Oath of Protection (Recharges after a Short or a Long Rest)

The Knight of the Crown can channel divine energy to fuel either of the following magical effects. • Vow of Protection: The Knight of the Crown can use its Oath of Protection to bolster its defenses. As a bonus action, it can utter a vow of protection against a creature that it can see within 30 feet. That creature gains disadvantage on attack rolls against the Knight of the Crown for 1 minute or until the Knight of the Crown drops to 0 hit points or falls unconscious. • Divine Ward: The Knight of the Crown can use its Oath of Protection to offer protection to those around it. It can present its holy symbol and each creature of its choice that it can see within 30 feet becomes warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a DC 13 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends. This effect ends on the creature if the Knight is incapacitated or dies or if the warded creature is more than 30 feet away from it.