b'Vampiric Knight \n'b'  Family:   Vampires  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  20 (plate, shield)  Hit Points  127 (15d8 + 60)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  18 (+4)  INT:  13 (+1)  WIS:  17 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +6,  Constitution  +8,  Wisdom  +7  Skills   Athletics  +9,  Perception  +7  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  60 ft., passive  Perception  17  Languages  the languages it knew in life  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Regeneration . The vampiric knight regains 20  hp  at the start of its turn if it has at least 1  hp  and isn\xe2\x80\x99t in running water. If it takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampiric knight\xe2\x80\x99s next turn. \n'b'  Vampire Weaknesses . The vampiric knight has the following flaws:\n'b'\n'b'   Forbiddance . The vampiric knight can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b'  Harmed by Running Water . The vampiric knight takes 20 acid damage if it ends its turn in running water. \n'b'  Stake to the Heart . If a piercing weapon made of wood is driven into the vampiric knight\xe2\x80\x99s heart while the knight is incapacitated in its resting place, the vampiric knight is  paralyzed  until the stake is removed. \n'b'\n'b'  Undead Nature . The vampiric knight doesn\xe2\x80\x99t require air. \n'b'  Actions \n'b'   Multiattack . The vampiric knight makes two impaling longsword attacks. \n'b'  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\xe2\x80\x99t make longsword attacks against other targets. \n'b'  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. \n'b'  Reactions \n'b'   Shield . 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. \n'b'\n'b' About \n'b' 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. \n'b'  Born in Despair . A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity. \n'b'  Unaffected by Sunlight . The process of a vampiric knight\xe2\x80\x99s rebirth makes it immune to the effects of sunlight, unlike a normal vampire. This makes the knight a valued servant, capable of delivering messages-or death-at any moment.'