Royal Knight

Medium humanoid (any race), any lawful alignment

Armor Class

18 (chain mail, shield)

Hit Points

75 (10d8 + 30)

Speed

30 ft.

Saves

Con +6, Wis +4

Skills

Intimidation +6, Perception +4

Languages

Common and one other

Challenge

4

Brave

The knight has advantage on saving throws against being frightened.

Improved Critical

The knight's melee weapon attacks score a critical hit on a roll of 19 or 20.

Sure Blade

The knight cannot be disarmed when wielding a sword.

Actions

Multiattack

The knight makes three melee attacks.

Longsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Shield Bash

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Heavy Crossbow

Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Royal Leadership (Recharges after a Short or Long Rest)

For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 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.