b'Knight Ab-errant \n'b'  Large   humanoid ,  any alignment  \n'b'  Armor Class  14 (armor scraps)  Hit Points  93 (11d10 + 33)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  17 (+3)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +7,  Dex  +4  Skills   Athletics  +7,  Intimidation  +4  Damage Vulnerabilities  psychic  Senses  passive  Perception  10  Languages  any one language (usually Common)  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Bigger They Are . Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage. \n'b'  Harder They Fall . When the knight ab-errant takes damage from a critical hit, it must succeed on a  Dexterity  saving throw with a DC equal to the damage taken or be knocked  prone . \n'b'  Magic Resistance . The knight ab-errant has advantage on saving throws against spells and other magical effects. \n'b'  Reckless . At the start of its turn, the knight ab-errant can gain advantage on all melee weapon  attack  rolls during that turn, but  attack  rolls against it also have advantage until the start of its next turn. \n'b'  Actions \n'b'   Multiattack . The knight ab-errant makes two  melee attacks : one with its sweeping maul and one with its fist. \n'b'  Sweeping Maul .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14  Strength  saving throw or be knocked  prone . \n'b'  Fist .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'  About \n'b' A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch.\xc2\xa0Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame. \n'b' Once ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world. \n'b'  Revised Beyond Recognition . Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers- and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizard\xe2\x80\x99s experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves. \n'b'  Born of Boons . Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting.'