Regeneration. The vampiric knight regains 10 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 vampiric knight's next turn.
Spider Climb. The vampiric knight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire 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 when it ends its turn in running water.
Stake to the Heart. The vampiric knight is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.
Multiattack. The knight makes two melee attacks with its longsword.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiric knight, incapacitated, or restrained. Hit: 11 (2d6 + 4) 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 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.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the vampiric knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Death Grip. Melee Unarmed Attack: +7 to hit, reach 5 ft., one creature. The vampiric knight attempts to grapple the target (escape DC 14).
Parry. The vampiric knight adds 3 to its AC against one melee attack that would hit it. To do so, the vampiric knight must see the attacker and be wielding a melee weapon.
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