Knight, Blood
CLIMATE/TERRAIN:	Any
FREQUENCY:		Very Rare
ORGANIZATION:		Bands
ACTIVITY CYCLE:	 	Any (night)
DIET: 			Blood
INTELLIGENCE:		Average (8-12)
TREASURE:  		J,N,Q
ALIGNMENT:		Neutral
NO. APPEARING:		4-6
ARMOR CLASS:  		10(4)
MOVEMENT:		12
HIT DICE: 		3+12
THAC0:			15
NO. OF ATTACKS: 	1
DAMAGE/ATTACK: 		1-4 (weapon)
SPECIAL ATTACKS: 	Punches
SPECIAL DEFENCES:   	See Below     
MAGIC RESISTANCE:	See Below
SIZE:   		M (6')   
MORALE: 		Champion (16)
XP VALUE:  		975
Assassins 		1,400
Spies      		650
Blood knights are semi-undead creatures who prey on travellers and merchants in search of treasure and humans to turn into more blood knights.
Blood Knights appear as tall, strong, pale, red-haired fighters. They dress in chain or plate mail with a red tabard.

Combat: In combat blood knights are fearsome opponents that can only be harmed by metal weapons. The knights attack with weapons most of the time unless they are facing unarmed opponents. They will then attack with their punches causing 1-4 points of damage with half of the hit points going to regenerate themselves. When feeding they regenerate 5 hit points per round. When not attacking or attacking with weapons they regenerate 1 hit point every turn. They will regenerate from death unless their remains are set aflame.

Blood knights are immune to charm, sleep and hold spells and suffer only half damage from cold and electricity-based spells.

Habitat/Society: Blood Knights are undead knights that seem to have only one base called the White Tower and either teleport to where they want to go, set up homes in communities or find employment as mercenaries for feudal lords. The White tower is located in the etheral planes, allowing for quick transport throughout the world.

Blood knights are organized into groups of six to which they choose their own commander. They will follow his commands without treachery even if it seems suicidal for, as said earlier, they can return from the dead.

Ecology: Blood knights are semi-undead creatures that are not alive and not undead. They feed on blood yet can eat normal food. They loath the sunlight yet can travel through it without penalty. They are immune to wooden and non-metallic weapons but do not require enchanted blades to kill them.

Blood knights were created as a result of experimentation from a powerful mage or demi-power, presumably the master of the white tower. To find suitable people to change each patrol leader carries a ring of ESP in order to detect alignment and strength of will. Those suitable are taken back to the white tower to be made into blood knights.

Blood Assassins: These are blood knights that have the skills of a 1-6th level thief and a mage of level 1d6 and a hit dice of 4+12. In addition they have the innate abilities of a Shadowcloak.

Blood Spies: These are a less powerful than the rest (having only 3 hit dice) but have an innate ability to charm with their gazes and are mages of level 1d4.