Mounted Combatant. The blood knight rides on a Warhorse Skeleton. The warhorse has 22 (3d10+6) HP and has an AC of 18. While mounted, the blood knight receives the following benefits:
- Has advantage on melee attack rolls against any unmounted creature that is smaller than the mount (large).
- Can force an attack targeted at your mount to target you instead.
- If the mount is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half if it fails.
Trampling Charge. If the blood knight moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the warhorse can make another attack with its hooves against it as a bonus action.
Frightful Presence. Each creature of the blood knight's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blood knight's Frightful Presence for the next 24 hours.
Bound Steed. If the blood knight is dismounted the skeletal warhorse becomes stationary and non-hostile. When the Blood Knight is killed, the warhorse skeleton also dies. If the warhorse dies, the blood knight can spend 10 minutes to perform a Find Steed ritual to summon a new warhorse (recharges after a long rest).
Vampire Weaknesses. The vampire has the following flaws:
Harmed by Running Water. The vampire takes 20 acid damage when 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. The blood knight makes two melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.
Lance (Only when mounted). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 +4) piercing damage. If the attack is made within 5 feet of an enemy, the attack is made with disadvantage.
Hooves (Only when mounted). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the 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.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Blood Knights are fearsome cavalry, spawned from knights corrupted by the vampiric curse.. The training and discipline they received in life is enhanced by the unnatural speed and strength of the Vampiric curse. Blood Knights are nigh-on indestructible, riding with fangs bared through storms of arrow and shot. Such is their honour that they will refuse no martial challenge and will fight at the forefront of an Undead army without question. Their blades are fell weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts. The Knights do not ride flesh-and-blood horses, but instead charge across the field of battle upon evil Nightmares clad in thick barding painted with the disturbing icons of necromantic power.
Often times blood knights are enthralled by vampire lords to serve as the commanders for their armies of the undead, or as elite cavalry to strike fear into their foes.