Medium Undead (Shapechanger, Vampire), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If the vampiric knight fails a saving throw, it can choose to succeed instead.

Change Now! If the vampiric knight isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampiric knight can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Misty Scoops. When it drops to 0 hit points outside its resting place, the vampiric knight transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampiric knight form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampiric knight 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 vampiric knight takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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

Vampiric Weaknesses. The vampiric knight has the following flaws:

Forbiddance. The vampiric knight can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight’s heart while it is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampiric knight takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Longsword +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 5) slashing damage.

Longbow +1. Ranged Weapon Attack: +5 to hit, reach 150/300 ft., one creature. Hit: 11 (2d8 + 5) piercing damage.

Multiattack. (Vampire Form Only). The vampiric knight makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampiric knight can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiric knight, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampiric knight’s control.

Charm. The vampiric knight targets one humanoid it can see within 30 feet of it. If the target can see the vampiric knight, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampiric knight as a trusted friend to be heeded and protected. Although the target isn’t under the vampiric knight’s control, it takes the vampiric knight’s requests or actions in the most favorable way it can, and it is a willing target for it's bite attack.

Each time the vampiric knight or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Creatures of the Night (1/Day). The vampiric knight magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampiric knight can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampiric knight and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampiric knight dismisses them as a bonus action.

Description

Vampiric Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Their loyalty to their Sire is unquestionable.

Monster Tags: undead

Habitat: Forest

EhjL0rdd

Comments

Posts Quoted:
Reply
Clear All Quotes