Edward Burne-Jones - Saint George Fighting the Dragon

South of the free city of Zobeck lie the provinces of the Magdar Kingdom, lands rich with tradition, chivalry, and warfare. Gallant knights and their entourages are a common sight, even outside of forts and castles.

But if you look in the Tales of the Valiant Monster Vault, how many knights are there? ONE. It’s CR 3. Good knight.

But maybe you need something different! In case that’s not enough, Here are some new knightly NPCs. They can populate a region like the Magdar Kingdom or fill out a knightly organization in your own game.

SQUIRE (CR 1/2)

Medium or Small Humanoid

Armor Class 13 (studded leather)
Hit Points 25
Speed 30 ft.
Perception 11 Stealth 11
Languages Common and one other language of your choice

STR DEX CON INT WIS CHA
+2 +1 +1 +1 +1 +0

Faithful Helper. A creature of the squire’s choice within 5 feet of it gains a +1 bonus to ability checks.

ACTIONS

Multiattack. The squire makes two Shortsword or Shortbow attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:  5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit:  5 (1d6+2) piercing damage.

BONUS ACTIONS

Attend. The squire can take the Use an Object or Help action.

KNIGHT ERRANT (CR 4)

Medium or Small Humanoid

Armor Class 17 (breastplate and shield)
Hit Points 85
Speed 30 ft.
Perception 12                      Stealth 11
Resistant frightened
Languages Common and one other language of your choice

STR DEX CON INT WIS CHA
+4 +1 +2 +0 +2 +2

Mounted Combatant. While the knight errant is mounted, it has advantage on attack rolls against unmounted creatures.

ACTIONS

Multiattack. The knight errant makes two attacks, using Javelin or Longsword in any combination. If the knight errant is mounted, it may also choose its Lance for attacks.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit:  11 (2d6+4) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  13 (2d8+4) slashing damage.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing or bludgeoning damage and the target must succeed on a DC 14 STR save. On a failure, the target is pushed back up to 10 feet and is knocked prone. On a success, the target is only pushed back 5 ft.

BONUS ACTIONS

By My Honor! (Recharge 6). The knight errant can make a vow and select a different creature it can see within 30 feet of it. If the target is an ally, that creature gains 1d4 temporary hit points at the start of each of its turns. If the target is an enemy, the knight errant has advantage on the first attack roll it makes against that enemy each turn. The effect of the vow lasts for 1 minute or until the knight errant becomes incapacitated.

BLACK KNIGHT (CR 5)

Medium or Small Humanoid

Armor Class 18 (plate)
Hit Points 100
Speed 30 ft.
Perception 12                      Stealth 11
Resistant charmed, frightened
Languages Common and one other language of your choice

STR DEX CON INT WIS CHA
+4 +1 +3 +1 +2 +2

Frightening Critical. When the black knight scores a critical hit against a creature, that creature becomes frightened of it until the start of the black knight’s next turn.

Iron Will. While the black knight is frightened or charmed, it can automatically end one of those conditions at the start of its turn.

Mounted Combatant. While the black knight is mounted, it has advantage on attack rolls against unmounted creatures.

ACTIONS

Multiattack. The black knight makes two attacks, using Javelin or Greatsword in any combination. If the black knight is mounted, it may also choose its Lance for attacks.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit:  14 (3d6+4) piercing damage.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  18 (3d8+4) slashing damage.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing or bludgeoning damage and the target must succeed on a DC 14 STR save. On a failure, the target is pushed back up to 10 feet and is knocked prone. On a success, the target is only pushed back 5 ft.

REACTIONS

None Shall Pass. When a creature willingly moves within 15 feet of the black knight, the knight can use its reaction to move up to 10 feet toward the creature without provoking opportunity attacks and make a melee weapon attack against the creature. If it hits, the creature’s movement is reduced to 0 until the end of its next turn.

KNIGHT BANNERET (CR 6)

Medium or Small Humanoid

Armor Class 20 (plate and shield)
Hit Points 140
Speed 30 ft.
Perception 12                      Stealth 11
Resistant charmed, frightened
Languages Common and one other language of your choice

STR DEX CON INT WIS CHA
+4 +1 +4 +1 +2 +3

Mounted Combatant. While the knight banneret is mounted, it has advantage on attack rolls against unmounted creatures.

ACTIONS

Multiattack. The knight banneret makes three attacks, using Javelin or Longsword in any combination. If the knight banneret is mounted, it may also choose its Lance for attacks. If the knight banneret is within 60 feet of their Battle Standard, they may use their Inspiring Horn in place of one of their attacks.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit:  14 (3d6+4) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  18 (3d8+4) slashing damage.

Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing or bludgeoning damage and the target must succeed on a DC 14 STR save. On a failure, the target is pushed back up to 10 feet and is knocked prone. On a success, the target is only pushed back 5 ft.

Inspiring Horn (Recharge 6). Friendly creatures that can hear the knight banneret within 30 feet of it gain 1d6 temporary hit points.

BONUS ACTIONS

Battle Standard. The knight banneret plunges a battle standard into the ground featuring the colors and symbol of their knightly order. The standard remains for 1 minute. Once per turn, creatures that can see it within 60 feet of it may roll a d6 after making an attack roll, ability check, or saving throw, adding it to the roll.


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