Armor Class 17 (+1 Chain Mail)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +6, CON +6, WIS +3
Skills Athletics +7, Intimidation +3, Perception +3
Damage Resistances Necrotic
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Nature. The Knight doesn't require air, food, drink, or sleep.

Combat Knowledge. The Knight has proficiency with melee martial weapons and armor.

Student of Six Disciplines. The Knight has received basic instruction in Martial Combat, Necromancy, Blood Magic, Frost Magic, Domination, and Strategic Warfare. It possesses the universal passive associated with each discipline, as listed below. Blood Magic - The Knight gains +1 to Constitution saving throws. Domination - The Knight gains +1 to saving throws against being charmed or frightened. Frost Magic - The Knight ignores difficult terrain caused by ice or snow. Martial Combat - The Knight gains +1 to Athletics checks. Necromancy - The Knight gains advantage on checks to identify undead or necromantic effects. Strategic Warfare - The Knight gains +1 to initiative rolls.

Grave Sigil. The Knight bears one of the six Grave Sigils. Its Sigil grants it the abilities listed under that discipline.

Sigil of the Onyx Chalice. The Knight has received the Blood Magic Sigil, and is granted the Sanguine Resilience and Sanguine Drain abilities. 

Consumptions. This Knight has consumed one or more of their peers, and their Grave Sigil and abilities have grown to reflect those increases in power. This Knight has consumed a Knight wearing the Sigil of the Onyx Chalice, empowering their Sanguine Resilience and Sanguine Drain abilities. This Knight has consumed a Knight wearing the Sigil of the Indomitable Will, granting the Aura of Oppression and Break Their Resolve abilities.

Sanguine Resilience. Once per turn when the Knight deals damage to a living creature with a melee attack, the Knight regains hit points equal to their proficiency bonus.

Aura of Oppression. A creature within 10 feet of the Knight subtracts 1d4 from saving throws against being frightened or charmed.

Hooked Edge. Once on each of Vaelistra’s turns when she hits a Large or smaller creature with her hooked longsword, the target must succeed on a DC 14 Strength saving throw or its speed is reduced by 10 feet and it can’t take the Disengage action until the start of Vaelistra’s next turn.

Actions

Multiattack. This Knight makes two melee attacks with her hooked longsword.

Hooked Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. This weapon is magical.

Bonus Actions

Sanguine Drain. As a bonus action, the Knight targets one creature within 30 feet that it can see. The target makes a DC 14 Constitution saving throw. On a failure, it takes 3d6 necrotic damage, and the Knight regains hit points equal to half the damage dealt. On a success, it takes half damage and the Knight regains no hit points. After two uses, the Knight can't use it again until it finishes a short or long rest.

Break Their Resolve. As a bonus action, the Knight targets one creature within 30 feet that can see or hear it. The target must succeed a DC 13 Wisdom saving throw or become frightened of the Knight until the end of the Knight's next turn. While frightened in this way, the creature can't willingly move closer to the Knight. On a successful save, the creature is immune to this Knight's Break Their Resolve for 24 hours. Once used, the Knight can't use it again until it finishes a short or long rest.

Description

Lesser Knights are the first proven rank of the Knights of Ruin, warriors who have survived the battlefield, performed worthy Consumptions, and demonstrated strength beyond that expected of the Unproven. Their Grave Sigils bear the marks of the Knights they have consumed, granting them deeper mastery of their own discipline or powers taken from another. Lesser Knights are clad in superior blackened armor, wield enchanted weapons, and ride Nightmares bestowed upon them at the moment of their advancement. They command larger warbands and hold authority over the Unproven, serving as the first true field officers of the Order. Like all Knights of Ruin, they do not hunger, sleep, or tire, and can wage war without the limitations that burden the living.

A Lesser Knight has earned a place among the Order's honored dead. Their advancement marks them as more than a survivor: they have proven that they possess the strength and discipline demanded by the Knights of Ruin. They are trusted to command lesser forces, carry out objectives independently, and continue sharpening themselves through war. Their task is no longer simply to prove that they belong, but to demonstrate how far they can rise.

Students of War.

Every Knight of Ruin is trained in six disciplines: Martial Combat, Necromancy, Blood Magic, Frost, Domination, and Strategic Warfare. An Unproven possesses only a rudimentary understanding of each, but specializes in one discipline marked by its Grave Sigil. The Sigil grants the Knight abilities reflecting its chosen discipline and changes as the Knight grows in strength and inherits the knowledge of worthy foes.

The First Worthy Death.

The Knights do not believe that every death is worthy of Consumption. The Rite must produce meaningful growth, whether by granting knowledge of a discipline the victor does not possess or deepening mastery they have yet to exhaust. Consuming a Knight from whom nothing meaningful can be gained is considered wasteful, depriving the Order of a warrior for no purpose. An Unproven who achieves a worthy Consumption takes the first step toward becoming a Lesser Knight.

Order Above Self.

The Knights of Ruin are ruthless, but they are not mindless. They value discipline, strength, perseverance, and obedience to the Order above personal comfort or individual freedom. They may challenge one another, compete for advancement, and settle disputes through ritual combat, but betrayal and waste are regarded as weaknesses that threaten the Order itself. Even in death, a Knight is expected to serve a purpose greater than itself.

The Call of the North.

Those marked as potential Knights are drawn toward the frozen north. Some receive the summons through visions or dreams; others feel an inexplicable pull they cannot ignore. Those strong enough to complete the journey eventually reach the ancient ruins of Oro-Vaal, where the Knights of Ruin train their recruits and prepare them for the wars yet to come.

Undead Nature.

A Knight of Ruin doesn’t require air, food, drink, or sleep.

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