Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Aversion to Cold. Whenever the creature is subjected to at least 10 points of cold damage, its speed is halved for 1 round.
Disarm Immunity. A Blood Knight using its Morphic Weapons cannot be disarmed.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Magic Weapons. The Blood Knight's weapon attacks are magical.
Multiattack. The creature makes three attacks with either Slam or Morphic Weapons. Alternatively, it can use Fountain of Blood.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 3 (1d6) poison damage.
Morphic Weapons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
The Blood Knight is capable of forming any simple or martial weapon out of the blood of its body as a bonus action. These weapons function as their base counterparts while dealing an additional 3 (1d6) poison damage. If the Blood Knight makes a ranged attack with a blood weapon, it suffers 1d4 damage for each range attack.
Fountain of Blood (Recharge 5-6). The Blood Knight can expel a 20-foot cone of blood. All targets must succeed a Dexterity save DC 15 or take 15 (5d6) poison damage. The area of the blood spray is considered rough terrain until cleaned.
Blood Drain. A Blood Knight that has grappled a creature can magically rip the blood from its body. A grappled creature must make a Constitution save DC 15, taking 12 (4d6) necrotic damage or half as much on a success. The Blood Knight heals for the damage dealt.
Blood Spray. When the Blood Knight receives damage, it can force its attacker to make a Dexterity DC 15 saving throw or take 2d6 Poison damage.
Description
This suit of armor is filled with magically animated blood. Toxic crimson leaks from the clanging metal plates.