Free interactive D&D 5e SRD stat block

Knight

Medium Humanoid, CR 3, AC 18, 52 HP. Neutral.

Medium Humanoid, Neutral

AC
18
Initiative
+0 (10)
HP
52 (8d8+16)
Speed
30 ft.
ScoreModSave
STR 16 +3 +3
DEX 11 +0 +0
CON 14 +2 +4
INT 11 +0 +0
WIS 11 +0 +2
CHA 15 +2 +2
Immunities
Frightened
Senses
Passive Perception 10
Languages
Common plus one other language
CR
3 (XP 700; PB +2)
Gear
Greatsword, Heavy Crossbow, Plate Armor

Actions

Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.

Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6+3) Slashing damage plus 4 (1d8) Radiant damage.

Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.

Reactions

Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.

How to run Knight

A knight is a wall in armor with a name. Run them as named NPCs, not as filler infantry. The whole stat block (CR 3, AC 18, 52 HP, immune to Frightened) is built for "the king's champion steps forward" rather than "twelve guards charge."

Open at range if the field allows it. Heavy Crossbow at +2 is a weak attack roll, but the damage is 11 piercing plus 4 radiant per hit, and the knight has Multiattack so two bolts is over 30 average on full hits. Use the first round to soften the squishiest target while the party closes. Once the party is in melee range, drop the crossbow and switch to Greatsword: +5 to hit, 10 slashing plus 4 radiant, twice per round. Average 28 from a clean Multiattack, and the radiant damage means resistances rarely apply.

Parry is the rule that turns this fight from a grind into a puzzle. Once per round, the knight adds 2 to AC against an incoming melee hit, enough to flip a hit into a miss against most martials. Use the reaction on the rogue's Sneak Attack roll specifically, because denying a single Sneak Attack costs the party more damage than denying anyone else's hit. Frightened immunity means most fear-based control does not land.

The knight's weakness is action economy. A solo knight against a four-player party gets ground down because the party gets four turns per round and the knight gets one. Pair them. Two knights with a squire or a priest healer is a real CR 5 encounter. A lone knight is a duel scene: a single PC steps up to single combat while the rest watch.

Give the knight a code and let them refuse to surrender. A captured knight bound by oath says nothing, escapes the first chance they get, and shows up two sessions later with a grudge.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

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