Blood Knight
Grim Hollow: Campaign Guide p. 257 (Third Party)
- Size
- Medium
- Type
- undead
- Alignment
- chaotic evil
- AC
- 20 (plate armor, shield)
- Hit Points
- 75 (10d8+30)
- Speed
- walk 30 ft.
- Resistances
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Immunities
- poison, psychic
- Condition Immunities
- blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
- Senses
- blindsight 60 ft.
- Passive Perception
- 9
- Languages
- Common, Primordial
- Challenge
- 4
- Lineage
- Knight
STR
18
+4
DEX
12
+1
CON
17
+3
INT
10
+0
WIS
9
−1
CHA
8
−1
Traits
Magic Resistance
The Blood Knight has advantage against spells and other magical effects.
Regeneration
The Blood Knight regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack
The Blood Knight makes two longsword attacks.
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.