Medium Humanoid, Lawful Evil
Armor Class 18 (Plate Armor)
Hit Points 101 (11d8 + 33)
Speed 30 ft., Fly 15 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws STR +6, DEX +6, CON +6
Skills History +6, Intimidation +6, Perception +6, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 16
Languages Common plus up to two other languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Regeneration. The blood knight regains 10 hit points at the start of its turn if it has at least 1 hit point. If the blood knight takes radiant damage this trait doesn't function at the start of it's next turn.

Spider Climb. The blood knight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Magic Resistance. The blood knight has advantage on saving throws against spells and other magical effects.

Magic Weapons. The blood knight's weapon attacks are magical.

Actions

Multiattack. The blood knight makes three attacks: two with its blood-forged blade and one with its blood-tipped longbow.

Blood-forged Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Blood-tipped Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage. A creature damaged by this attack is poisoned until the end of their next turn.

Bloodthirsty Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood knight regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampiric Quickening (Recharge 5–6). Until the end of its next turn, the blood knight magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can move up to half its speed without provoking opportunity attacks or make a bloodthirsty bite attack, as a bonus action.

Description

Often called false-vampires, these great warriors adorned in ornate plate armor and crowned in precious metals, decorated with elaborate designs and lavish jewelry, are more than just simple men gifted with a legendary prowess for battle. Practicing secret and profane rituals, imbibing deep vessels of vampiric blood, and partaking in perverse acts of self-mutilation in pursuit of perfecting themselves and their bodies in the image of their god, the one true god; a god of shifting blood and water from a time long since forgotten by mortal men.

Previous Versions

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Blackenblood

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