Medium Humanoid (Shapechanger), Lawful Neutral
Armor Class 18 Plate Armor
Hit Points 67 (9d8 + 27)
Speed 30 ft., Human Form Speed Clad in heavy plate armor, they maintain standard tactical coordination and formation pacing on foot with regular guards. , Burrow 40 ft. War/Hybrid Form Speed When shredding their armor to drop into their Large war-form, their raw speed increases significantly. This extra 10 feet of movement allows them to outrun standard fleeing fledglings or quickly close distances to pin your vampires in close-quarters combat.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +10, DEX +4, CON +8, INT +2, WIS +6, CHA +2
Skills Athletics +0, Perception +0, Survival +0
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Plate Armor
Senses Passive Perception 14
Languages Common Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The knight can use its bonus action to polymorph into a Large wolf-humanoid hybrid (War Form) or back into its Human form. Its statistics are the same in both forms, except its AC drops to 14 in hybrid form as its armor shreds away.

Keen Hearing and Smell. The knight has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Greatsword (Human Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Multiattack (War/Hybrid Form Only). The knight makes two attacks: one with its bite and one with its claws.

Silver-Bane Bite (War/Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a Kindred vampire, they must spend 1 additional Blood Point during their next turn or their wounds fail to close, dealing 4 (1d8) continuous necrotic damage at the start of that turn.

Rending Claws (War/Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. This attack deals Radiant damage to Kindred characters, bypassing standard vampire physical resistances.

Bonus Actions

Shapechanger. The knight can use its bonus action to polymorph into a Large wolf-humanoid hybrid (War Form) or back into its Human form. Its statistics are the same in both forms, except its AC drops to 14 in hybrid form as its armor shreds away.

Reactions

Alpha's Intercept. Trigger: A creature within 5 feet of the knight is targeted by an attack roll, or a creature within 60 feet tries to use a Discipline or spell to escape the knight's presence.

Response: The knight can use its reaction to pivot immediately. If reacting to an attack roll, the knight steps into the path of the blow, becoming the new target of the attack and adding +2 to its AC (via its shield or dense hybrid fur) for that strike. If reacting to an escape attempt, the knight unleashes a terrifying, low-frequency snarl; the target must succeed on a DC 14 Wisdom saving throw or its speed drops to 0 until the start of its next turn.

Legendary Actions

The Knight-Warg uses 3 legendary actions for tactical movement, hybrid form attacks (Claw Slash), or a debilitating Ground Slam.

Description

Appearance. In human guise, a stern, weather-beaten knight clad in heavy plate armor bearing a wolf crest, sporting piercing amber-yellow eyes. In hybrid form, a massive nine-foot-tall bipedal war-form with sleek fur bursting through metal plating.

Personality. Rigid, fiercely loyal to the territory, and unyielding. They view the local vampire faction as unholy invaders violating natural law.

Combat Behavior. Patrolling the borders in tight-knit hunting groups. They coordinate physical ambushes, shifting forms mid-charge to overwhelm close-range combatants and shatter supernatural healing with silver-tainted strikes.

Lair and Lair Actions

The Knight-Warg can command the fortress or the ancestral hunting woods to trigger one of the following effects:

• Moonlit Silver Flare. Moonlight streams unnaturally through the architecture or canopy. A 10-foot-radius beam of silver light strikes a point on the ground. Any Kindred character caught in the beam must make a DC 13 Charisma saving throw. On a failure, their inner Beast panics from the silver exposure, forcing them to immediately use their reaction to move 10 feet away from the light.
• Iron Portcullis / Undergrowth Barrier. Heavy iron grates slam shut or thick thorny roots erupt. The Knight-Warg creates a 10-wide, 10-high solid barrier at a point they can see within 60 feet. The barrier has AC 15, 30 hit points, and blocks line of sight.
• Pack Call. The Knight-Warg lets out a short barking command. One Wolf minion enters the combat from the edge of the map to join the initiative order.

Louis94

Comments

Posts Quoted:
Reply
Clear All Quotes