AC 20 (full plate, medium shield)
HP 171 (18d8 + 90; bloodied 85)
Speed 30 ft.
Proficiency +5; Maneuver DC 18
Saving Throws Con +10, Wis +6
Skills Athletics +10, History +6, Perception +6 (+1d4)
Condition Immunities frightened
Senses passive Perception 18
Languages any two
Magic Resistance. The knight captain has advantage on saving throws against spells and magical effects.
Superior Heavy Armor Master. While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
ACTIONS
Multiattack. The mountain dwarf lord attacks four times with their battleaxe.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Composite Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Command the Attack (1/Day). The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage .
Knightly Inspiration (1/Day). The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute, inspired creatures gain an expertise die (1d4) on attack rolls and saving throws . A creature can benefit from only one Knightly Inspiration at a time, and the knight captain cannot target themselves.
REACTIONS
Shield Block. When a creature attacks the mountain dwarf lord or a target within 5 feet, the mountain dwarf lord imposes disadvantage on that attack. To do so, the mountain dwarf lord must see the attacker and be wielding a shield.
Mountain dwarf lords rule underground strongholds, venturing out only at the head of an army.
CR 3–4 knight ; knight with 1d4 guards ; knight mounted on riding horse or warhorse
Treasure 200 gp
CR 5–10 2 or 3 knights ; knight with 1d10 + 10 guards ; knight with 1d4 soldiers , all on riding horses ; blackguard ; blackguard riding griffon , nightmare , warhorse , or winter wolf ; blackguard with 1d5 + 5 gnolls , soldiers , skeletons , or zombies ; holy knight ; holy knight mounted on warhorse
Treasure star ruby (1,000 gp), half of a broken gold locket (37 gp), adamantine plate armor (knight or holy knight) or sword of life stealing (blackguard)
CR 11–16 knight captain ; mountain dwarf lord ; 2 blackguards riding griffons , nightmares , or skeletal warhorses ; blackguard with 1d4 + 1 berserkers , gargoyles , ghasts , or ogres ; 2 holy knights mounted on hippogriffs or warhorses
Treasure 200 pp, local map with several village names circled, potion of greater healing , javelin of lightning , sun blade (knight captain or holy knight) or sword of wounding (blackguard)
CR 17–23 knight captain with 1 to 3 knights , mounted on warhorses ; knight captain with 1 or 2 holy knights ; 3 holy knights mounted on griffons or pegasi ; mountain dwarf lord with 2 mountain dwarf defenders and 1d5 + 5 mountain dwarf soldiers
Treasure 500 pp, 1,200 gp, gold and ruby necklace (7,500 gp), 2 potions of greater healing , 1 full plate armor , holy avenger (greatsword)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.