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Graveknight ChampionCreature 15


UncommonLEMediumUndead
Source Pathfinder #172: Secrets of the Temple-City
Perception +27 (darkvision)
Languages Common, Necril
Skills Lore +27, Athletics +31, Intimidation +29, Religion +27
Str +8, Dex +4, Con +5, Int +2, Wis +4, Cha +6

AC 38; Fort +28; Reflex +26; Will +25;
HP 275 (negative healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, fire, paralyzed, poison, unconscious

Greatpick One Action +31 (+26, +21) to hit (fatal d12, fire, magical) 1d6 Fire + 3d10+16 Slashing
Fist One Action +30 (+26, +22) to hit (agile, fire) 3d6+16 Bludgeoning
Composite Shortbow One Action +28 (+23, +18) to hit (deadly d10, fire, magical, range, range increment 60, reload 0) 3d6+10 Piercing + 1d6 Fire

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.

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.

Clutching Armor Reaction (arcane, transmutation)

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.

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.

Channel Magic Two Actions

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 roll. 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 it's completed Channeling Magic.

The graveknight can't use Channel Magic again for 1d4 rounds.

Devastating Blast Two Actions (arcane, evocation)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 fire damage (DC 36 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 36 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.


Innate Divine Spells (DC 33, +25 to hit)

Cantrips (8th Level): Chill Touch, Daze, Light, Shield
2nd Level: Scorching Ray
3rd Level: Fireball (2x)
5th Level: Cone of Cold, Flame Strike
7th Level: Eclipse Burst, Finger of Death



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.