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
STR
20
+5
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
12
+1
CHA
18
+4

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.