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Vampiric Paladin Knight of the Fallen Light

The Order of Light once trained these knights to protect pilgrims, destroy undead, and stand against tyrants. Dunaric Van Dar Soren defeated them without killing them, offering eternal service in exchange for the preservation of their order. Their vows were twisted through blood rituals, transforming holy devotion into absolute obedience. The knights now believe that Dunaric is the final vessel of divine light and that all resistance is a form of spiritual blindness.

MediumUndead(Vampire-touched)CR Challenge 5Lawful evil

Vampiric Paladin Knight of the Fallen Light

undeadvampirepaladinknightsoldiereliteOrder of LightDunaric Van Dar Soren
HP82AC+6SPD30 ft., Can climb difficult surfaces without making an ability check if the knight starts its turn on the ground.CRChallenge 5AthleticsIntimidationPerceptionReligion
STR
18
save
DEX
14
CON
16
save
INT
10
WIS
14
save
CHA
15
Regeneration. The knight regains 10 hit points at the start of its turn if it has at least 1 hit point and is not in sunlight, running water, or affected by radiant damage since the end of its previous turn.
Undead Fortitude. The knight has advantage on saving throws against effects that turn undead. It does not need to eat, drink, breathe, or sleep.
Misty Rebirth. If the knight is reduced to 0 hit points outside its consecrated resting place, it collapses into a cloud of crimson mist instead of dying. It reforms in its resting place after 1 hour unless its remains are exposed to sunlight, immersed in running water, or sanctified by a successful Religion check using holy water or a consecrated relic.
Vampire Weaknesses. The knight has disadvantage on attack rolls and Wisdom checks while in direct sunlight. It cannot use Misty Rebirth while in sunlight or running water.
Dark Devotion. The knight has advantage on saving throws against being charmed, and magic cannot put it to sleep.
Corrupted Divine Smite. The knight's weapon attacks are magical. When the knight hits a creature with a weapon attack, it can deal an extra 3 () necrotic damage to that target once per turn.
Multiattack. The knight makes two attacks with its longsword, or one longsword attack and one Sanguine Smite attack.
Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage, or 9 () slashing damage if used with two hands. The attack deals an extra 3 () necrotic damage if the target is frightened, restrained, or below half its hit point maximum.
Sanguine Smite. Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: 7 () necrotic damage, and the target must succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Fallen Radiance (Recharge 5-6). The knight releases a wave of corrupted radiance. Each creature of the knight's choice within 10 feet must make a Wisdom saving throw. On a failed save, a creature takes 10 () necrotic damage and is frightened until the end of the knight's next turn. On a successful save, it takes half as much damage and is not frightened. The knight can then move up to half its speed without provoking opportunity attacks.
Bloodbound Reprisal. When a creature within 5 feet of the knight is hit by an attack, the knight interposes its shield. The target gains a bonus to AC against the triggering attack, potentially causing it to miss. The knight must be wielding its shield.
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