Graveknight Champion
Creature 15- Perception
- +27; darkvision
- Languages
- Common, Necril
- Skills
- <Deity> Lore +27, Athletics +31, Intimidation +29, Religion +27
- Str +8, Dex +4, Con +5, Int +2, Wis +4, Cha +6
- Items
- composite shortbow, greatpick, full plate, arrows (20)
- AC
- 38; Fort +28, Ref +26, Will +25
- HP
- 275, rejuvenation, void healing; Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious
Clutching Armor ⟲ (arcane) Trigger A creature attempts to move away from the graveknight
Effect The graveknight's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple using the graveknight's Athletics modifier – 2.
The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so.
Reactive Strike ⟲
Void Healing
- Speed
- 25 feet
Melee ◆ greatpick +30 (fatal d12, fire, magical), Damage 3d10+16 piercing
Melee ◆ fist +30 (agile, fire, magical, unarmed), Damage 3d6+16 bludgeoning
Ranged ◆ composite shortbow +28 (deadly d10, fire, magical, reload 0), Damage 3d6+10 piercing
Divine Innate Spells DC 33, attack +25; 7th eclipse burst, execute; 6th fireball, spiritual armament; 5th divine immolation, chilling darkness; 4th fireball; Cantrips (1st) divine lance, light, shield, void warp
Channel Magic ◆◆ The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack modifier. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after they've completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds.
Devastating Blast ◆◆ (arcane, fire) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 9d12 fire damage (DC 36 basic Reflex save).
The graveknight can use this ability once every 1d4 rounds.
Graveknight's Curse (arcane, curse) This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw DC 40 Will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, speed penalty of -10 feet, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater flaming weapon rune.
Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields.
Source: Pathfinder Monster Core 2