AC 18 (full plate)
HP 60 (8d8+24; bloodied 30)
Speed 25 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Str +5, Con +4, Wis +2
Skills Athletics +5, History + 2, Perception +2
Senses passive Perception 12
Languages Common, Draconic, Dwarvish
Brave. The knight has advantage on saving throws against being frightened .
Dwarven Stability. The knight gains an expertise die on saving throws against effects that would knock them prone , and on saving throws made to resist being shoved.
ACTIONS
Multiattack. The knight attacks twice with their mercurial maul.
Mercurial Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. The minimum result on a damage die rolled with this weapon is a 2.
Sunder. Melee Weapon Attack: +5 to hit, reach 5 ft., one weapon. Hit: If the target is a nonmagical weapon or the Hammer of Vengeance it is destroyed. If the target is a magical weapon the wielder makes a DC 13 Strength saving throw or they are disarmed.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
Knightly Inspiration (1/Day). The knight 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 cannot target themselves.
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.