Medium Humanoid (Any Race), Lawful Neutral
Armor Class 20 Plate+1, Defense
Hit Points 250 (25d10 + 100)
Speed 35 ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +8, DEX +5, CON +8
Condition Immunities Charmed, Frightened
Senses Passive Perception 16
Languages Common + 1 other
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Strike the heart: Blood knights critical strike on rolls of 19.

Savage attacker: Bloodknights deal an extra 1D6 damage with melee attacks (Already included in stats)

Oath of blood: While below half of maximum Hit points, the Blood knight performs all melee attacks at advantage, but all melee attacks made against the Blood knight are also made at advantage.

Defense: While wearing armour, the Blood Knight has +1 AC

Actions

Multiattack: The Blood Knight makes three Greatsword attacks or two Javelin attacks.

Greatsword +1: Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 17 (3d6 + 5) magical slashing damage. 

Javelin: RangedWeapon Attack: +8 to hit, range 30/120 ft., 1 target. Hit: 8 (1d6 + 4) piercing damage.

Reactions

Parry: +4 AC against one melee attack, must be wielding melee weapon to perform this reaction.

Description

Clad in horrifying full plate armour, stained crimson from the blood of previous enemies, long red cloaks flow from their shoulders to the floor, a newly knighted Blood knight's cloak is a pale white, and it grows a darker shade of red with every enemy bested. 

Loyal to the King of Condoranthia, they serve as his personal bodyguards, and anyone to threaten the monarch in a Blood Knights presence is sure to be cut down by their intimidating magical great swords.

ZaelBrightlanceOfCondoranthia

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