Deudroedig (unrhyw rhywogaeth) canolig, unrhyw aliniad
Anhawster Curo 18 (plate)
Heini Presennol 52 (8d8 + 16)
Cyflymder 30 ft.
CRF | CHW | CYF | DLL | DTH | PRS |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
Cais achub Cyf +4, Dth +2
Synhwyrau Canfyddiad goddefol 10
Ieithoedd any one language (usually Cyfiaith)
Sialens 3 (700 XP)
Brave. The knight has advantage on saving throws against being frightened (ofnus).
Amlymosod. The knight makes two melee attacks.
Greatsword. Ymosodiad Arf Sgarmes +5 i fwrw, cyrraedd 5 tr., un targed. Taro: 10 (2d6 + 3) difrod slasio.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Taro: 5 (1d10) piercing (tyllu) damage.
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 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 (diallu).
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knightâs alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.