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Graveknight CaptainCreature 6


UncommonLEMediumUndead
Source Pathfinder #172: Secrets of the Temple-City
Perception +14 (Darkvision)
Languages Common, Necril
Skills Athletics +16, Intimidation +15, Survival +12, Lore +12
Str +5, Dex +3, Con +4, Int +1, Wis +2, Cha +3

AC 25; Fort +16; Reflex +14; Will +13;
HP 90 (negative healing, rejuvination)
Speed 25 feet
Immunities death effects, disease, electricity, paralyzed, poison, unconscious

Warhammer One Action +16 (+11, +6) to hit (electricity, magical, shove) 2d8+7 Bludgeoning + 1d6 Electricity
Fist One Action +15 (+11, +7) to hit (agile, electricity) 1d6 Electricity + 2d4+7 Bludgeoning

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 Healing

A 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.

(Graveknight) Graveknight's Shield (arcane, necromancy)

The graveknight's curse extends to their shield, or the graveknight's armor uses a portion of itself to produce a shield.

The graveknight has a shield that uses the statistics of a Sturdy Shield (Minor).

The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses Shield Block to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so.

The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor.

Attack of Opportunity Reaction

Trigger 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.

Devastating Blast Two Actions (arcane, evocation)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 4d12 electricity damage (DC 24 reflexDC 24 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 24 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.

Weapon Master

The graveknight has access to the critical specialization effects of any weapons it wields.

As NPC strikes are not generated from the weapons it holds, this feature cannot be automated. Add a "Note" rule element to each of the graveknight's strikes for the correct critical specialization.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.