Vampiric Knight
Medium Undead, neutral evil (CR 11)Armor Class 20 plate, shield
Hit Points 127 (15d8+60)
Speed 30 ft.
20 (+5)
14 (+2)
18 (+4)
13 (+1)
17 (+3)
14 (+2)
Skills athletics 9, perception 7
Senses darkvision 60 ft., passive Perception 17
Languages the languages it knew in life
Challenge Rating 11
Actions
Multiattack.
The vampiric knight makes two impaling longsword attacks.
Impaling Longsword.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.
Channel Corruption (Recharge 5-6).
Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save6
constitution_save8
intelligence_save
wisdom_save7
charisma_save
perception7
damage_vulnerabilities
damage_resistancesnecrotic; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities
condition_immunities
cr11
reactionsname: Shield,desc: When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.
legendary_desc
legendary_actions
special_abilitiesname: Regeneration,desc: The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.,name: Vampire Weaknesses,desc: The vampiric knight has the following flaws: Forbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.
spell_list
page_no369
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 369