Graveknight Champion

Creature 15
  • uncommon
  • Medium
  • undead
  • unholy
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

Running this fight? Add the graveknight champion to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

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