Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 18 (plate)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +6, WIS +3
Damage Resistances Necrotic
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Blood Magic. The Knight knows rare and forgotten blood magic, granting it the following: 

Bloody Weapons. The Knight deals extra damage on melee attacks that is equal to its Constitution modifier (included in the attack).

Crimson Vow. As a bonus action, the Knight can target one ally to gain temporary hit points equal to the Knight's Consitution modifier. A creature can only benefit from one Crimson Vow per round.

Spellcasting. The Knight can cast the following spells with Constitution as its spellcasting ability, with a Spell Save DC of 13 and plus 5 to hit with spell attacks

At will: Hunter's Mark, Chill Touch

3/day: Bane, Hellish Rebuke

1/day: Inflict Wounds, Vampiric Touch  

Actions

Multiattack. The knight makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage plus 3 necrotic damage

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Bloodlust (Recharges after a Short or Long Rest). For 1 minute, the knight can drive himself and allies to fight on. The knight and any ally within 15 ft. can add a +3 to attack rolls. This effect ends if the knight is incapacitated.

Reactions

Parry. 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.

Monster Tags: NPC

Habitat: Urban

Rolen20s

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