Graveknight Warmaster
Creature 14- Perception
- +26; darkvision
- Languages
- Common, Necril
- Skills
- Athletics +28, Deception +26, Intimidation +28, Religion +24, Society +25, Warfare Lore +27
- Str +8, Dex +4, Con +5, Int +3, Wis +4, Cha +6
- Items
- heavy crossbow, war flail, full plate, bolts (20)
- AC
- 37; Fort +27, Ref +24, Will +24
- HP
- 255, void healing, rejuvenation; Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious
Hungry Armor A creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 Reflex save or become Grabbed by the graveknight until the end of its next turn, when it Escapes, or when the graveknight moves, whichever comes first.
Reactive Strike ⟲
Rejuvenation (divine) When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 days-or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts.
A graveknight can only be permanently destroyed by obliterating its armor (such as with Disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano.
Sacrilegious Aura (aura, divine, unholy) 30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a +23 counteract modifier.
Void Healing
- Speed
- 25 feet
Melee ◆ war flail +29 (disarm, electricity, magical, sweep, trip), Damage 3d10+14 bludgeoning
Melee ◆ fist +29 (agile, electricity, magical), Damage 3d6+14 bludgeoning
Ranged ◆ heavy crossbow +25 (electricity, magical, reload 2), Damage 3d10+6 piercing
Devastating Blast ◆◆ (arcane, electricity) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 electricity damage (DC 34 basic Reflex save).
The graveknight can use this ability once every 1d4 rounds.
Exemplar of Violence ◆◆ (visual) Frequency once per round
Effect The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike.
Graveknight's Curse (arcane, curse) This curse affects anyone who wears a graveknight's armor for at least 1 hour
Saving Throw DC 39 Will
Onset 1 hour
Stage 1 Doomed 1 and can't remove armor (1 day)
Stage 2 Doomed 2, –10-foot status penalty to Speeds, and can't remove armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Phantom Mount ◆◆◆ (arcane, summon) 7th rank; the steed has AC 34, Fort +23, Ref +20, Will +20, and 85 Hit Points
The graveknight summons a supernatural mount, as Marvelous Mount heightened to a rank equal to half the graveknight's level.
Unlike marvelous mount, the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down).
If the steed is destroyed, the graveknight must wait 1 hour before using this ability again.
Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater shock weapon rune.
Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields.
Source: Pathfinder Monster Core 2