![]() ![]() ![]() Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. The vampiric knight makes two impaling longsword attacks. 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. The vampiric knight takes 20 acid damage if it ends its turn in running water. The vampiric knight can’t enter a residence without an invitation from one of the occupants. The vampiric knight has the following flaws: 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. 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. Senses darkvision 60 ft., passive Perception 17 ![]() Saving Throws Dexterity +6, Constitution +8, Wisdom +7ĭamage Resistances necrotic bludgeoning, piercing, and slashing from nonmagical attacks The figure looks like any other knight in black plate armor until its ebon longsword strikes true, draining the life force of those it hits. ![]()
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