Bloody resistances (1/day). When the Vampire Knight fails a saving throw, they can succeed instead, teleporting up to 30 feet away, breaking any grapple they might have.
Shapechanger. If the vampire 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.
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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Knight Form Only). The vampire knight makes two attacks.
Impaling Longsword (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with both hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can’t make longsword attacks against other targets.
Misty Flight. Range 30ft. The Vampire Knight transforms into black mist and teleports to an unoccupied space it can see within 30 feet. Living creatures within 5 feet of the teleported location must make a DC 17 CON save or the next attack against them has advantage.
If the Vampire Knight Impaled or Grappled another creature, that creature is taken with them and they make the CON save at disadvantage.
Shield. When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.
Binding Purpose. When another Undead creature within 30 feet of the Vampire Knight takes damage, the Vampire Knight can use its reaction to transfer that damage to itself.
Description
A Vampire Knight is created when a vampire converts a holy knight. Rather than taking on the usual features of a vampire, they turn into their own, unique creature, destined to serve its master for eternity. Due to the unusual nature of their former self, the Vampire Knight is unaffected by daylight.
Vampire Knights are like unholy paladins. They usually are in service to a vampire lord, or some other powerful entity, and are bound to protect sacred places. Usually, when in service of a vampire lord, one or two will protect the lord's resting place. Oftentimes, the mere presence of a guard is enough to garner suspicion, so a Vampire Knight will remain in Mist form until it an approaching creature ventures too close, which is when it will attack.
If somehow given their freedom, Vampire Knights sometimes follow the oaths or religion they had in life.
Most Vampire Knights go by their names and their rank as Vampire Knight as a title. For example, Zaros, Vampire Knight.
Example names could be: Zaros, Karpov, Darick, Constantine, or Alaric.
Vampire Knight Tactics
Vampire Knights work well well as both a boss as well as a defender of a Vampire, so I will split the tactics up into two parts: As a boss and as a minion.
In general: The Vampire Knight will use its exceptional mobility to single out targets. It will first target creatures that can deal radiant damage from a distance (like a Cleric), while trying to stay out of range of anyone that can deal radiant damage at close range (like a paladin). A particular tactic is to charge in, attack the caster with its sword, impaling them, then teleporting away, carrying them along to an area with minions. The person must make a con save at disadvantage, and if they fail, the vampire knight will attack again with the sword. If they succeed, they won't take the risk and instead make an unarmed strike.
The reason for this is that the blade being impaled is important for two reasons: The extra damage, and the restrained feature. The extra damage makes an unarmed strike deal similar damage to the regular attack, and the restrained feature allows the minions to attack with advantage, providing lots of damage.
As a boss: The Vampire Knight will use minions like zombies or vampire spawn, and use its actions and high mobility to pick off stragglers. Its reactions are best used to make opportunity attacks or soak up damage that would kill a minion, since it can regenerate that damage. (less than 20 damage though). These knights are loyal, so they are often in positions of power, or defenders of a Vampire's resting place. If they are defending something directly tied to its master, it will not run. It will fight until death. If it is not defending, it will stay until it reaches 30 health, and then it will use its action to instead turn into a bat or mist and fly away.
As a minion, it will try to stay close to (within 30 feet of) a vampire, and soak up radiant damage that would stop the vampire's own regeneration. If it can negate a hit entirely with Shield, though, it will do so. Otherwise, it is entirely loyal to its vampire and will do anything, even suicidal things, to ensure its master stays alive. If its master isn't a Vampire, it will instead try to soak up major damage that it can regenerate. Otherwise, it might pick off prey from the party, bring them to where the boss's powerful attacks will affect it. For example, it will try to bring the far off sorcerer within range of a Lich's Drain Life.
Lair and Lair Actions
Previous Versions
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