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+{
+ "speed": "30 ft.",
+ "saves": [
+ "con",
+ "wis"
+ ],
+ "d_resistances": [],
+ "d_vulnerabilities": [],
+ "d_immunities": [],
+ "c_immunities": [],
+ "senses": [],
+ "langs": "any one language (usually Common)",
+ "skills": {},
+ "hit_die_count": 8,
+ "hit_die_sides": 8,
+ "name": "Knight",
+ "type": "humanoid (any race)",
+ "cr": 3.0,
+ "size": "Medium",
+ "alignment": "any alignment",
+ "stats": {
+ "str": 16,
+ "dex": 11,
+ "con": 14,
+ "int": 11,
+ "wis": 11,
+ "cha": 15
+ },
+ "inventory": [
+ {
+ "name": "plate",
+ "cost": 150000,
+ "ac": 18,
+ "strength": 15,
+ "disadvantage": false,
+ "weight": 65.0,
+ "type": "heavy"
+ },
+ {
+ "name": "greatsword",
+ "cost": 5000,
+ "damage": {
+ "dmg_type": "slashing",
+ "dmg_die_count": 2,
+ "dmg_die_sides": 6
+ },
+ "weight": 6.0,
+ "range": [
+ 0,
+ 0
+ ],
+ "reach": 5,
+ "properties": [
+ "heavy",
+ "two-handed"
+ ],
+ "type": "martial melee weapons",
+ "text": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage."
+ },
+ {
+ "name": "heavy crossbow",
+ "cost": 5000,
+ "damage": {
+ "dmg_type": "piercing",
+ "dmg_die_count": 1,
+ "dmg_die_sides": 10
+ },
+ "weight": 18.0,
+ "range": [
+ 100,
+ 400
+ ],
+ "reach": 0,
+ "properties": [
+ "ammunition",
+ "heavy",
+ "loading",
+ "two-handed"
+ ],
+ "type": "martial ranged weapons",
+ "text": "_Ranged Weapon Attack:_ +2 to hit, range 100/400 ft., one target. _Hit:_ 5 (1d10) piercing damage."
+ }
+ ],
+ "natural_armor": [],
+ "description": "Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's 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.",
+ "features": [
+ {
+ "name": "brave",
+ "text": "The knight has advantage on saving throws against being frightened.",
+ "type": "feature"
+ },
+ {
+ "name": "multiattack",
+ "text": "The knight makes two melee attacks.",
+ "type": "action"
+ },
+ {
+ "name": "leadership (recharges after a short or long rest)",
+ "text": "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.",
+ "type": "action"
+ },
+ {
+ "name": "parry",
+ "text": "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.",
+ "type": "reaction"
+ }
+ ],
+ "prof": 2
+} \ No newline at end of file