GraveknightCreature 10
Source Pathfinder Bestiary
Perception +19 (darkvision)
Languages Common, Necril
Skills Athletics +23, Intimidation +22, Religion +19, Lore +20
Str +7, Dex +4, Con +4, Int +2, Wis +3, Cha +5
AC 31; Fort +21; Reflex +19; Will +18;
HP 175 (negative healing, rejuvenation)
Speed 25 feet
Immunities cold, death effects, disease, paralyzed, poison, unconscious
Frost Greatsword +24 (+19, +14) to hit (cold, magical, versatile p) 1d6 Cold + 2d12+10 Slashing
Fist +23 (+19, +15) to hit (agile, cold) 1d6 Cold + 2d6+10 Bludgeoning
Frost Composite Longbow +21 (+16, +11) to hit (cold, deadly d10, magical, range increment 100, reload 0, volley 30) 1d6 Cold + 2d8+6 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Rejuvenation (divine, necromancy)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 Positive Energy Plane, or throwing it into the heart of a volcano.
Sacrilegious Aura (abjuration, aura, divine, evil)30 feet Aura
When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a counteract modifier of +17.
Devastating Blast (arcane, cold, evocation)The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 6d12 cold damage (DC 29 basic reflex save).
The graveknight can use this ability once every 1d4 rounds.
Graveknight's Curse (arcane, curse, necromancy)This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw DC 33 will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Phantom Mount (arcane, conjuration, summon)HP 58; AC 27, Fort +17, Ref +15, Will +14
The graveknight summons a supernatural mount as per Phantom Steed, heightened to a level equal to half the graveknight's level.
Unlike phantom steed, 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.
Weapon MasterThe graveknight has access to the critical specialization effects of any weapons it wields.
Graveknights are undead warriors granted unlife by a cursed suit of armor.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.