Questing Knight
Monster Manual (2025) p. 184
- Size
- Small
- Type
- humanoid
- Alignment
- neutral
- AC
- 18
- Initiative
- 7
- Hit Points
- 202 (27d8+81)
- Speed
- walk 30 ft.
- Saving Throws
- Str +9, Wis +5, Con +7, Cha +8
- Skills
- Persuasion +8, Athletics +9, Perception +5
- Condition Immunities
- charmed, frightened
- Passive Perception
- 15
- Languages
- Common plus one other language
- Challenge
- 12
- Lineage
- Knight
- Environment
- any
Traits
Proficiency Bonus
+4
Gear
Greatsword, Longbow, Plate Armor
Treasure
Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.
Size
Small, Medium
Aura of Bravery
Creatures of the knight's choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.
Actions
Multiattack
The knight makes three attacks, using Greatsword or Longbow in any combination.
Greatsword
Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 22 (5d8) Radiant damage.
Longbow
Ranged Attack Roll: +7, range 150/600 ft. Hit: 12 (2d8 + 3) Piercing damage plus 22 (5d8) Radiant damage.
Spellcasting
The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
- 1/day each: Daylight, Dispel Evil and Good, Greater Restoration, Phantom Steed
Spells
Daylight [5.5e], Dispel Evil and Good [5.5e], Greater Restoration [5.5e], Phantom Steed [5.5e]
Other data
description
Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Questing Knight: Questing knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor.