Sentinel of the Old Guard. A Cardinal Knight has advantage on all saving throws involving strength and constitution. In addition, a Cardinal Knight may impose disadvantage on any attack targeting another Cardinal Knight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Multiattack. . The vampire makes two attacks, only one of which can be a sword attack.
Unarmed Strike . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. On hit the target must make a Constitution saving throw or be stunned.
Hand of Darkness. Ranged Spell Attack: +9 to hit, reach 30 ft., one creature. Hit: 12 (2d10+4) necrotic damage. On hit, target makes a Dexterity saving throw or be blinded.
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
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