Feathergale Knight
Medium humanoid (human), lawful evil
Armor Class 16 (scale)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 14 (+2) |
Skills Animal Handling +2, History +2
Senses passive Perception 10
Languages Auran, Common
Challenge 1 (200 XP)
Spellcasting. The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell appears in this appendix):
Cantrips (at will): gust,* light, message, ray of frost
1st level (2 slots): expeditious retreat, feather fall
Actions
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
The Feathergale Knights are ambitious, wealthy folk from cities such as Waterdeep seduced by the air cult’s promises of power. The knights have access to wingwear, and are often wearing it when encountered.